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Table of Contents

This page provides information about the V-Ray Softbox node in Cinema 4D.

Overview


The Softbox node can be used in a V-Ray light to create the illumination coming from a Soft Box light source.


See how a Softbox node can be used to control the subsurface scattering of a material.








render result 




Base Parameters


Base Color – Controls the color of the texture.

Use Base Texture – Enabling the checkbox enables the use of maps.

Base Texture – Specifies a color to use when the Use Base Texture is enabled. This color can be used to blend with a specified texture for more artistic results.

Texture – Specifies a texture to use when the Use Base Texture is enabled.

Tint On – When enabled, the color in the Base Color parameter is multiplied by the Tint Color parameter.

Tint Color – Specifies the color for the tint.

Strength – A multiplier that controls how strong the effect of the Tint Color parameter is.


Processing

Multiplier A multiplier for the overall SoftBox node. It acts similar to changing the multiplier of the V-Ray light that uses this texture instead.

Gamma – A gamma correction that is going to be applied to the texture.



Hot Spot/Dark Spot


Spots On – Enables or disables the hot/dark spot.

Multiplier – Controls the strength of the hot/dark spot effect.

Spots Mode – Specifies the effect - a hot or dark spot:

Hot Spot (Add) – Adds more of the Base Color in the center area of the SoftBox. The amount added corresponds to the Multiplier value.
Dark Spot (Subtract) – Subtracts some of the Base Color in the center area of the SoftBox map. The amount subtracted corresponds to the Multiplier value.

Tint On – When enabled, modifies the color of the spot.

Tint Color – Specifies with what color the spot is modified.

Strength – A multiplier that controls how strong the effect of the Tint Color parameter is.



Tiling Options


Offset U/V – Controls the position of the texture along the U or V axis.

Tile U/V – When enabled, the Tiles U and Tiles V options control the tiling of the texture along the U or V axis. 

Tiles U/V – Controls the tiling of the texture along the U or V axis. 



Fading Options


These options control how the hot/dark spot fades out into the base color.

Outer Radius – The outer radius where the hot spot ends as a fraction of the texture size. 

Inner Radius – The inner radius where the hot spot begins to fade out as a fraction of the texture size.

Softness – Controls the rate at which the hot spot fades out.


Gradients



V/U/Radial Vignette

The Gradients options allow for blending gradient textures on top of the Softbox node. A gradient vignetting can be added in the U and V direction, and also radially. 

On – Enables the Vignette effect. See the example below for more visual information.

Flip – When enabled, the direction of the Vignette is flipped.

Gradient – Use double click on the gradient swatch to add new color mark to it or refine the current mark. A set of self-explanatory options is available from the context menu.

Frame

The Frame options multiply the Softbox node with a square shape gradient defined with the gradient swatch.

On – Enables the Frame. See the example below for more visual information.

Flip – When enabled, the direction of the Frame is flipped.

Gradient – Use double click on the gradient swatch to add new color mark to it or refine the current mark. A set of self-explanatory options is available from the context menu.

Frame Tint On – When enabled, modifies the color of the gradient.

Frame Tint Color – Specifies the tint color.

Frame Tint Strength – A multiplier that controls how strong the effect of the Tint Color parameter is.

Frame Noise Amount – Controls how strong the Noise effect on the gradients is.

Frame Noise Size – Changes the scale of the noise function.

Frame Noise Phase – Controls the speed of the noise procedural animation.

Fractal Noise – Enables fractal noise.

Fractal Levels – Sets the levels for the fractal function.



Context



Context – Allows the attachment of a Context node (UVW generator) to adjust the UVWs of the texture. For more information, visit the Context Port page.


 

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