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Features

A wide range of procecural textures for use in Cinema 4D SE and XL. This package contains 40 procedural shader engines with over 200 volume material presets including the following:
Metals with control over aspects such as multi-layer specularity and attenuated reflection
bhodi|NUT's unique "cheen" series of shaders
Blistered paints
Anisotropic metals (brushed and tooled metals)
Procedural woods
Gritty surfaces such as stucco and clay
Translucent backlighting
And several production level channel shaders consisting of noise types, grids, dust and much more!

c006 Smells Like Almonds
sample images and movies on the BhodiNUT website

free stuff on the BhodiNUT website

Channel Shader Engines

Diamond
Creates a diamond knurl type of pattern

Dust
Dust can be use to create the appearance of dust collecting on a surface with control of the direction in which the dust collects.

Falloff
Falloff is a shader that can be used to create a cycling falloff of color with turbulence based on a direction vector.

Fbm (Fractal Brownian Motion)
A multi-octave noise type. There is a channel shader for UV mapping and a channel shader for surface normal mapping. Has control of color, brightness, contrast, animation and more.

Grid
Creates a repeating grid type of pattern with controls for scale contrast brightness and color.

Grooves
Creates a repeating groove pattern with controls for scale contrast brightness and color.

Linear Scratches
Creates linear scratches all running in one direction.

Radial Scratches
Creates scratches running radially around the center of the surface.

Radial Scratch Pattern
Creates a repeating pattern of tiled Scratches radial scratches like engine tooled metal.

Noise
Creates 2 dimensional noise with settings for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.

Random
Picks a random value for every sample.

Ridged Fractal
Multi-octave fractal noise type. Parameters for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.

Smudges
Useful for creating smudges on surfaces. It looks good on surfaces such as glass.

Turbulence
A multi-octave noise type. Parameters for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.

VBox Noise
A boxy noise type that is gridlike in its structure. Parameters for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.

VL Noise
VL Noise is a perturbed noise that has little evidence of the underlying grid that the standard noise is based on. Parameters for color, animation, brightness, contrast etc. There is a channel shader for UV mapping and a channel shader for surface normal mapping.

Volume Shader Engines

Annie 1
Anisotropic with radial scratches

Annie 2
Anisotropic with radial pattern of scratches like engine tooled metal.

Annie 3
Anisotropic with linear scratches

Banji
Translucent backlighting with separate front and back colors and controls for bump and grit colors.

Banzi 1
Procedural wood with control of tint and grain bump.

Banzi 2
Procedural wood with control of tint and grain bump.

Banzi 3
Procedural wood with control of tint and grain bump.

Banzi 4
Procedural wood with control of tint and grain bump.

Cheen 1
New Cheen engines for effects such as electron microsope, X-ray and other possibilities. Cheen 1 has control over a color spline, an opacity spline and also contains a bump function for adding surface texture.

Cheen 2
Has a more precise color spline and opacity spline than Cheen 1 but contains no bump function.

Danel 1
Multi-layered specularity, attenuated reflections, attenuated specular highlight both based on camera direction. Has a roughness attribute based on a single octave noise for the creation of subtle bumps and dents. Also has a grit attribute for "dirt."

Danel 2
Multi-layered specularity, attenuated reflections, attenuated specular highlight. Also has a roughness attribute based on a turbulence function for attenuation of specularity and reflections only.

Eutan
or rendering shadow masks for use in compositing

Grita 1
Creates a surface that is fairly even in roughness and coloration texture. Is a good texture for subtle or smoothly bumped textures such as plaster walls etc.

Grita 2
Creates a surface that has an uneven and crisp roughness at different scales. It is a good texture for rough stucco types of surfaces.

Nukei
Creates a weathered effect with a weathering direction and powerful controls for falloff and detail.