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Spectral Magic

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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.

  • None: No light decomposition, familiar refraction.
  • Spectral: Uses CIE colour matching functions, to try to split RGB color to wavelength.
  • Gradient: Will try to split RGB color to wavelength, based on user defined gradient. The left side of gradient is for wavelength of 380nm and the right side is for 730nm.

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.

Thin Film


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.

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spectral_magic.txt · Last modified: 2011/07/12 15:41 by rahulmitchell