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c4d Vray Tools v1.

Copy the Vray Tools folder to your c4d plugins folder.
Copy the two lib4d files to your cinema4d****/library/browser folder to get the shader presets.
You need to have Vrayforc4d 1.8 or higher installed.

Vray Shader Mode:
Its a toggle which lets you work with Vray Shaders the same way as with c4d shaders.
You can drag&drop bitmaps from outside c4d or load them with Load Image, they get converted to
AdvBitmaps automatically.
As you create Filter, Layer, Color, Fusion, Noise, Gradient, Fresnel, Tiles, and Checker Maps, they
instantly become their Vray counterpart. For Filter, Layer and Fusion the previous shader becomes
the subshader, just like with c4d shaders.
The toggle state is saved within the scene document.
Also VrayColorCorrection gains Lightness and Brightness controls like c4d filter!
The new controls only work with enabled Vray Shader Mode with the same limitations (only on
selected material).
Vray DR check:
Checks selected materials (or all used ones if no material is selected) for Vray Standalone
incompatible shaders or material types.
Prints out what is wrong to the console and selects those materials.
Vray Shader Convert:
Converts the same c4d shaders as listed in Vray Shader Mode as closely as possible.
It converts selected materials, or all used ones if no material is selected.
See last chapter for further conversion details. Optionally you can create backup reference copies of
all converted materials (except Bitmap only ones).
Two preset files, which show up in the Load Preset menu: Vray Effects and Vray Surfaces.
For quickly choosing every Vray Shader. Also some shader settings have been optimized.

Things to know
Vray Shader Mode works only in your current in material manager selected material and subshaders.
It will not work in Lights, Render Settings, multiple materials or non selected materials.
That also includes the additional controls in ColorCorrection.
Also it actually checks and then converts all the shaders in your selected material on the fly,
whenever you change something.
So dont use Vray Shader Mode in not yet c4d shader free materials, otherwise all compatible c4d
shaders in that material become undoable converted.
Backup Copies from Shader Convert, which names start with <<< are excluded from Vray Shader
Mode, so you dont accidently convert those.
The new c4d Filter controls in ColorCorrection also have a gamma control. This is because the original
Gamma gets overwritten by certain Brightness adjustments.
If you animate that ColorCorrection, or just dont want to use it, there is an option to disable it.
If you want to do a c4d Filter colorize, just set Saturation to -1, Hue to 0, and adjust Alpha
Parameters- Color Multiply Saturation and Hue.
Shader Convert only converts materials. For environment or light textures you still should use the
original Converter to VrayBitmap afterwards.
A good way after a Vray Shader Convert is to assign all converted materials and their backup copies
to a layer. Having only pairs you can identify very well, if a conversion needs adjustment.
BUGS: Unfortunately due to a Vray Shader 2d update bug the created Vray shaders stay black in the
material 2d preview until you change or reset a paramter.
A quick solution is to right click on Blur Offset after creating them to update.
Also c4d Filter controls in ColorCorrection lag behind one step in 2d preview due to the same bug.
If you load a texture without a scene or texture path, the question to copy or keep it absolute, pops
up three times in a row. Nothing to do against that unfortunately, but good mouse finger training ;-)

Conversion in detail
Bitmap: 1-1 conversion (except high/low clip), also Exposure, faster than original Vray Bitmap
Converter. You still need the original Vray Bitmap Converter for non material bitmaps afterwards
(lights, environments).
Color: 1-1 conversion.
Fresnel: 1-1 conversion except for non 2 color gradients.
Becomes Falloff without physical or Fresnel with.
Gradient: Very good conversion in most cases, becomes Ramp.
Noise: Very basic conversion, colors and high/low clip, size (just relative) and space(UV). Becomes
Max Noise with either Noise, Fractal or Turbulence and Cellular for Voroni style noises..
Filter: Almost 1-1 conversion in most cases, except for clipping (but recognizes a clipping invert).
Since VrayCC lacks brightness and lightness, it works with a combination of alpha rgb Offset, rgb
Multiplier and Gamma. Colorize works too. Gamma correction unfortunately comes before
Offset/Multiplier in VrayCC, so that might cause differences if you use Brightness, Lightness and
Gamma in one Filter shader.

Fusion: 1-1 conversion, except if you use blending modes. Becomes Mix.
Layer: Very basic, just the shaders in there (up to 8), but even order might be different, no real API
for the c4d Layer shader unfortunately.
Checker: 1-1 conversion
Tiles: Can turn out quite good for square (1-1 size, color, grout/bevel), bricks or planks, if you have
two tile colors youll need a checker beneath. Otherwise it is very basic.

Happy rendering
Christian Schnapp

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