Table of Contents

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

NodeDescription
Bump to GlossinessConverts a normal or bump map into a glossiness map.
ColorAssigns a flat color.
Color ChannelExtracts only one color channel out of a given texture.
Color CorrectionApplies various color corrections to a Bitmap node.
Color RangeRemaps textures from an old range to a new range of values.
Color to FloatConverts a color or texture into a floating point value.
Combine ColorMultiplies a texture with a color.
Combine FloatMultiplies a texture with a float value.
Compose ColorComposes a color output from the basic channels of a color.
Float to ColorConverts the input scalar texture to a grayscale color.
InvertInverts the texture colors.
Invert FloatOutputs the inverted result of a float input texture.
LayeredStacks multiple textures on top of each other in order to mix their output.
LuminanceWraps a color texture and outputs its luminance.
MaskAdds a mask to a texture.
MixBlends between two colors or textures.
MultiSubTexDistributes multiple textures to many objects.
Normal MapReads a normal map from a file.
OCIOApplies OpenColorIO (OCIO) color transformations to textures to manage their look.
RandomGenerates a random float or color value based on an input seed value.
Ray SwitchGives a material a different color or texture when it is viewed through shadows, GI, reflections, and refractions.
RemapRemaps different types of values.
RGB to HSVConverts a color from an RGB color model to an HSV color model.
TriPlanarAllows quick assignment of Bitmaps and other 2D textures on objects that don't have suitable UV coordinates.
UVW to ColorConverts UVW coordinates, provided by a Context node, to color.

Context

NodeDescription
Color to UVWAdjusts the pattern of various maps according to the UVW of other maps.
UVW ChannelSpecifies which UV channel from the loaded Bitmap node is read.
UVW ObjectChanges the object's UV position, scale, sheer, and rotation.
UVW Place 2DAdjusts the placement, rotation, and repetition of 2D material generator nodes.
UVW ProjectionControls the UVW placement of the Bitmap node.
UVW RandomizerApplies random offset, rotation, and scale to texture nodes assigned to a single object with different Face IDs or different objects.
UVW TransformAdjusts a Bitmap Node in position, rotation, scale, and sheer.


Math

NodeDescription
Color ArithmeticPerforms an arithmetic operation between two colors/textures.
ConditionCompares two float values.
Float ArithmeticPerforms mathematical operations on float values.
Vector ProductPerforms multiplication operations on two vectors.

Material Generator

NodeDescription

Bitmap

Loads image files into the scene.
CellularCreates a procedural effect that mimics closely packed cells.
CheckerGenerates a procedural checkerboard texture.
CurvatureSamples the underlying mesh for curves and creates a grayscale model of it.
DirtSimulates a variety of effects: for example, dirt around the crevices of an object, or produces an ambient occlusion pass.
DistanceReturns a different color based on a point's distance to objects specified in a selection list.
EdgesOutlines all the edges of the geometry, achieving an effect similar to the Lines shading in the viewport.
FalloffProduces a gradient texture based on the angular falloff of the surface of the geometry
FresnelBlends two colors or maps based on the angle of view and an Index of Refraction.
GridGenerates a procedural grid pattern using custom colors. 
Hair SamplerProvides extra output options, which can be used when shading hair.
Maxon NoiseA V-Ray implementation of the Noise texture found natively in Cinema 4D.
Noise MaxGenerates a procedural noise texture.
Particle SamplerReads the attributes of the particle system and outputs the data to a material node.
RampCreates different types of gradients.
Sampler InfoProvides information about the scene, with the choice to show any of various aspects as color blocks.
SmokeGenerate a procedural texture that gives a smoke-like effect.
SoftboxCan be used in a V-Ray light to create the illumination coming from a Soft Box light source.
SplatCreates a procedural effect that mimics a splatter, similar to the way paint can splatter onto a surface. 
StuccoCreates a procedural effect that produces a surface similar to an uneven, almost dented stucco surface. 
TexOSLLoads Open Shading Language OSL shader code files (.osl) or OSL object code files (.oso). 
TilesGenerates a versatile procedural tile texture.
User ColorReads user-defined object properties from the current material and converts them to a color value.
User IntegerReads and returns a single integer value from the currently shaded object as a result. 
User ScalarReads and returns a single number value of the currently shaded object as a result. 
Vertex ColorAllows 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

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