The Arnold Shader Network Editor allows you to view, modify and create shader node connections in an easy to use editable schematic window. The Arnold Shader Network material (or Arnold Material for short) can be found under Create > Shader > Arnold Shader Network in the Material Manager or you can press Alt+W and N. You can also create shaders directly from the Create > Arnold menu. In this case, an Arnold Shader Network is created with the selected shader as the root.
Info: A video that demonstrates working with the Arnold Shader Network editor can be found here.
The Arnold Shader Network Editor shares similar functionality with the Cinema 4D Xpresso Editor , however, it is limited to work only with Arnold shaders. Note that there is an Arnold group in the standard XPresso Editor, however, these nodes are not valid and have no effect. There's a technical reason these nodes cannot be hidden.
To open the Arnold Shader Network Editor, click on the Open network editor... button under the Material tab. You can also use the middle mouse button or press Alt + W and O in the Material Manager on the selected material.
Arnold Shader Network Editor window. Standard shader's output connected to Arnold shader port.
The editor has three sections:
You can see the preview of the whole network on the left and a tree of available shaders. Arnold shader nodes and supported Cinema 4D shaders are listed in the tree and are grouped by functionality. All groups have a color assigned to them so that you can quickly identify the shader type in the editor. These colors are hardcoded and cannot be changed, however, you can set your own title color for any shader nodes in the network.
The tree has a filter field for quickly navigating through the various shaders. When you start typing, shader nodes containing the given substring will only be displayed. You can also use arrow keys to navigate in the tree. To create a new shader just press the 'Enter' key.
The work area is in the center of the dialog. This is a graph view editor where you can connect shader nodes together via linkable attributes (called ports). You can drag & drop any shader from the left tree to the work area. To connect shaders you have to click on the Output port and drag the mouse to the blue corner of the other shader. A menu will appear listing the available parameters that you can connect to.
The root of the network has to be connected to the Arnold Shader port of the main group. There are multiple outputs available (such as Arnold Displacement, Arnold Viewport, etc.).
If the shader has a color or vector output then its components (e.g. R, G, B or X, Y, Z) can be connected separately. Open the output port menu of the shader to access these components. Note that a component cannot be connected to the Arnold Shader or Arnold Displacement ports.
Parameters of the selected node are displayed on the right side. You can change any values here. Note that if a parameter is linked then it's not visible here. You have to disconnect it first to edit the constant value of the parameter.
If you just need to quickly change some parameters of your shader you don't have to open the network editor. The Arnold Shader Network Material allows you to select any shaders of your network and displays its parameters as they are displayed natively in the Attribute Manager.
The edit mode is available only to change parameter values. If you want to change connections or add/remove shaders you must open the network editor window.
Info: You can drag & drop image file textures from an external file explorer directly onto the editor window and it will automatically generate an image shader.
You can also drag & drop a Vertex Map Tag from the object tree onto the editor window and it will automatically generate a vertex map shader.
The menu bar of the editor window contains useful commands and settings.
Load textures... : loads all textures from a folder and adds them to the network editor as image shaders.
Write texture... : allows you to write out the modifications of a texture (e.g. UV transform, color correction, mix, etc.). This feature is to prevent duplicating the network in photoshop when you want to further edit a texture . Just simply select the shader which you want to write out and execute the Write Texture ... command. A dialog opens to set up the output path, format and resolution.
This feature is valid only for textures, you can not write out surface shaders (e.g. standard, curvature, etc.) or procedural textures (e.g. noise).
Show histogram : opens a histogram view in the right pane. See the Histogram section for more details.
The following commands are available in the shader network editor by a shortcut. To see all the commands just press Alt + W .
Info: You can change the above shortcuts in the Window > Customization > Customize Commands... dialog. You can search by name or shortcut or sort by Plugin and find the C4DtoA commands.
You can use the following actions to quickly edit the network.
Hold ALT before dragging to reveal menu
Hold ALT before dragging to reveal menu
Hold ALT before dragging to reveal menu
Hold SHIFT when clicking on connection
Info: You can use the Help > Info... menu in the network editor to get information on the available editing actions.
Info: A video that demonstrates editing shaders with the Arnold Shader Network editor can be found here.
You can drag & drop an Arnold Shader Network Material to the editor creating a reference. This feature allows you to use a network (e.g. a noise setup) in other networks, modifying the referenced network results an update in all parent networks. A reference can be used as an input only.
A network reference is displayed with a light gray background and has 'reference' in the title.
Cycles are not permitted which means you cannot reference network A in network B if network A already has a direct or indirect reference for network B.
To display a shader in the viewport you have to connect it to the Arnold Viewport port.
Viewport display is limited and gives only a hint on the look, it does not necessarily match the final render in all cases. There are also a lot of unsupported shaders.
The histogram feature allows you to see how the pixels of an image are distributed. To enable the histogram click on the Texture > Show/hide histogram menu or press Alt+W ~ G . The histogram is displayed in the right panel above the attributes of the selected shader.
To display the output of a shader in the viewport you have to connect it to the Arnold Histogram port. The graph shows the pixels distributed by the selected property which could be:
Because the input of the histogram could be any shader from the network the sample resolution has to be defined manually. The default is 800x600 which gives a proper result in most cases. Higher resolution needs more time to process.
When the mouse is moved over the histogram the number of pixels at the level under the mouse pointer is displayed under the graph. By Ctrl + click you can add a fix sample point to the histogram to follow how the pixels of a given level changes after modifying the shaders.
Third-party shaders are not supported by the histogram.
The native material stacking workflow is supported by C4DtoA even with the Arnold Material . You can specify the blending on the Alpha tab, similar to the native C4D material. You can select a texture, a shader from the given network or use the output of another Arnold Material which gives you more freedom and flexibility.
The plugin translates the material stacking as a layer_rgba shader with the materials as the layers in order and the alpha textures/shaders as the mix. For more complex scenarios you have to manually build your network.
The Alpha channel is only used for stacking. It has no effect on the shader network.
Maximum 8 materials are supported by stacking at the moment. If you need more you have to built the network manually using multiple layer_rgba shaders.
Arnold materials are displayed using custom preview scenes which you can select by right clicking on the preview image. Scenes that are defined by C4DtoA start with an Arnold prefix. The default preview scene is the Arnold Sphere .
Available Arnold material preview scenes
The preview render can be disabled using the Render preview checkbox in the material interface. A disabled preview shows the last rendered preview with a small gray frame.
When a preview cannot be rendered because of an error (e.g. a texture is missing), it is displayed black with a small red frame around it.
You can also create any custom preview scene you like. Just create a new scene or open and edit an existing one from [C4D INSTALL]/library/materialpreview. In the scene, set the renderer to Arnold Renderer and specify your settings. You can use any setup like you do in a normal scene, however, there are some special rules:
Setup of the Arnold Sphere preview scene
You have to save your scene to the [C4D INSTALL]/library/materialpreview folder with an Arnold prefix (like the built-in Arnold preview scenes, e.g. Arnold Sphere). After restarting Cinema 4D it should appear in the preview context menu along with the other preview scenes.