The new version 1.04 of Spectral Magic for C4D 9.6, 10.x and 11.x on Win32, Win64 and UB-Mac is available only per request.
This shader simulate the spectral dispersion of light. Usually used inside luminance channel.
Ray Depth: Just like C4D Ray Depth but only for this shader.Do not set it to high.
IOR 1: Index of Refraction outside solid Object. Usually it is air = 1.0.
IOR 1: Index of Refraction of the Object material.
IOR Dispersion: Amount of changes of Index of Refraction for different light wavelength.
IOR Dispersion: Shader to be multiplied with IOR Dispersion value.
Decomposition: Determine how the color will be split into the light wavelength.
Gradient: The gradient for light decomposition.
Samples: Determine how many rays will be used for one pixel to calculate final color.
Sampling: Determine how the rays will be distributed, uniform or lightly random.
Usually used inside luminance channel.
Surface Color: The color of the object surface.
Intensity: Specular highlight intensity.
Intensity: Shader to be multiplied with the Intensity value.
Thickness: Iridescent material coats thickness.
Thickness: Shader to be multiplied with the Thickness value.
Offset: Color (Thickness) offset.
Specular Only: Show the colors only inside specular highlight area.
Specular Exponent: Size of the specular highlight.