This page provides information about the Texture nodes in V-Ray for Cinema 4D.
Overview
V-Ray Node Space offers a number of nodes and node categories. Some of the nodes are texture nodes, used as utility or surface maps.
V-Ray Node space is available in Cinema 4D versions 21.1 and later!
V-Ray Texture Nodes are not interchangeable or compatible with the V-Ray (Classic) Textures.
Nodes
V-Ray Node Textures have several categories - Color, Context, Material Generator, and Math. See the table for links and descriptions of each node.
Color
Node | Description |
Bump to Glossiness | Converts a normal or bump map into a glossiness map. |
Color | Assigns a flat color. |
Color Channel | Extracts only one color channel out of a given texture. |
Color Correction | Applies various color corrections to a Bitmap node. |
Color Range | Remaps textures from an old range to a new range of values. |
Color to Float | Converts a color or texture into a floating point value. |
Combine Color | Multiplies a texture with a color. |
Combine Float | Multiplies a texture with a float value. |
Compose Color | Composes a color output from the basic channels of a color. |
Float to Color | Converts the input scalar texture to a grayscale color. |
Invert | Inverts the texture colors. |
Invert Float | Outputs the inverted result of a float input texture. |
Layered | Stacks multiple textures on top of each other in order to mix their output. |
Luminance | Wraps a color texture and outputs its luminance. |
Mask | Adds a mask to a texture. |
Mix | Blends between two colors or textures. |
MultiSubTex | Distributes multiple textures to many objects. |
Normal Map | Reads a normal map from a file. |
OCIO | Applies OpenColorIO (OCIO) color transformations to textures to manage their look. |
Random | Generates a random float or color value based on an input seed value. |
Ray Switch | Gives a material a different color or texture when it is viewed through shadows, GI, reflections, and refractions. |
Remap | Remaps different types of values. |
RGB to HSV | Converts a color from an RGB color model to an HSV color model. |
TriPlanar | Allows quick assignment of Bitmaps and other 2D textures on objects that don't have suitable UV coordinates. |
UVW to Color | Converts UVW coordinates, provided by a Context node, to color. |
Context
Node | Description |
Color to UVW | Adjusts the pattern of various maps according to the UVW of other maps. |
UVW Channel | Specifies which UV channel from the loaded Bitmap node is read. |
UVW Object | Changes the object's UV position, scale, sheer, and rotation. |
UVW Place 2D | Adjusts the placement, rotation, and repetition of 2D material generator nodes. |
UVW Projection | Controls the UVW placement of the Bitmap node. |
UVW Randomizer | Applies random offset, rotation, and scale to texture nodes assigned to a single object with different Face IDs or different objects. |
UVW Transform | Adjusts a Bitmap Node in position, rotation, scale, and sheer. |
Math
Node | Description |
Color Arithmetic | Performs an arithmetic operation between two colors/textures. |
Condition | Compares two float values. |
Float Arithmetic | Performs mathematical operations on float values. |
Vector Product | Performs multiplication operations on two vectors. |
Material Generator
Node | Description |
Loads image files into the scene. | |
Cellular | Creates a procedural effect that mimics closely packed cells. |
Checker | Generates a procedural checkerboard texture. |
Curvature | Samples the underlying mesh for curves and creates a grayscale model of it. |
Dirt | Simulates a variety of effects: for example, dirt around the crevices of an object, or produces an ambient occlusion pass. |
Distance | Returns a different color based on a point's distance to objects specified in a selection list. |
Edges | Outlines all the edges of the geometry, achieving an effect similar to the Lines shading in the viewport. |
Falloff | Produces a gradient texture based on the angular falloff of the surface of the geometry |
Fresnel | Blends two colors or maps based on the angle of view and an Index of Refraction. |
Grid | Generates a procedural grid pattern using custom colors. |
Hair Sampler | Provides extra output options, which can be used when shading hair. |
Maxon Noise | A V-Ray implementation of the Noise texture found natively in Cinema 4D. |
Noise Max | Generates a procedural noise texture. |
Particle Sampler | Reads the attributes of the particle system and outputs the data to a material node. |
Ramp | Creates different types of gradients. |
Sampler Info | Provides information about the scene, with the choice to show any of various aspects as color blocks. |
Smoke | Generate a procedural texture that gives a smoke-like effect. |
Softbox | Can be used in a V-Ray light to create the illumination coming from a Soft Box light source. |
Splat | Creates a procedural effect that mimics a splatter, similar to the way paint can splatter onto a surface. |
Stucco | Creates a procedural effect that produces a surface similar to an uneven, almost dented stucco surface. |
TexOSL | Loads Open Shading Language OSL shader code files (.osl) or OSL object code files (.oso). |
Tiles | Generates a versatile procedural tile texture. |
User Color | Reads user-defined object properties from the current material and converts them to a color value. |
User Integer | Reads and returns a single integer value from the currently shaded object as a result. |
User Scalar | Reads and returns a single number value of the currently shaded object as a result. |
Vertex Color | Allows you to use vertex color mapping with a mesh. |
How to Create Node Textures
For Cinema 4D version R25 and later
Make sure V-Ray is your Renderer. This is done through Render Settings > Renderer.
Go to the Material Manager and from Create > Materials, select New Node Material.
Alternatively, go to V-Ray > V-Ray Node Materials and select a V-Ray surface material from the list. If the Separate menu for V-Ray materials option in the Preferences is disabled, go to Create > V-Ray > V-Ray Node Materials.
The Node editor opens and you can now work with all available V-Ray nodes.
Click on the GIF to view it in full size
For Cinema 4D up to version S24
First, make sure you work in the V-Ray Node Space. You can select it from the drop-down menu of the Node Space option.
Click on the GIF to view it in full size
Then, go to the Create menu > Materials and select New Node Material option.
New Material node is created. When double-clicked on it, the Node Editor is opened. Now you can work within the Node Editor by creating and adjusting V-Ray nodes.
Click on the GIF to view it in full size