An example of a ramp shader used to create a fake fresnel effect can be downloaded here.




UV Set

Use Implicit UVs

Wrap UVs


You can add new control points to the spline by pressing CTRL + click on the desired position. The ramp can be expanded by clicking on the small down arrow.


This is how C4D interpolation is translated:

Gradient Control

C4D interpolationArnold interpolation
Smooth KnotCatmull-rom
Cubic KnotMonotone cubic
Cubic BiasMonotone cubic
Linear KnotLinear
Exponent UpMonotone cubic
Exponent DownMonotone cubic

Spline Control

C4D interpolationArnold interpolation
CubicMonotone cubic


C4D's gradient and spline controls offer more interpolation methods and different options than supported in the ramp shaders. If enabled, color and curve values will be sampled, and Catmull-rom interpolation will be used in the shaders resulting in a closer look defined by the controls.

Sample Rate

The number of samples taken when sampling is enabled. 

Load Textures From Folder

The ramp RGB shader can load images from a folder to each color (similar to the MoGraph Multi Shader's 'Add from Folder' feature). Images are loaded in alphanumerical order. If there are more textures in the folder than the color inputs defined on the ramp shader, then the plugin asks to create an input for all textures or load textures only for the available colors.


The ramp shader node allows you to link shaders to different components of the gradient or spline giving maximum flexibility, e.g. connect a noise shader to the first color index, etc. Components are listed in the input port menu of the ramp shader. A number of available components defined by the gradient or spline control.