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Author / WWW | Name / Download | Plugin Type |
Peter Watje | Particle Paint v1.2 41.9 KB |
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11.05.2007 This material turns a particle system into a spray can. |
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Peter Watje | 3D Painter Prototype v1.02 81.1 KB |
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15.05.2007 This is a 3D Painter that lets you paint into a bitmap or vertex colors. The bitmap painter is implemented as a material while the vertex painter is implemented as modifier. Other than that they both have the same painter tools and behave the same way. |
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Philip Palmer | Stereoscopy Shader v1.0 43.2 KB |
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11.05.2010 This DirectX Shader (FX) file performs stereoscopic rendering in the Max viewport. It provides the following 3D output formats: - Anaglyph (coloured glasses) - Interlaced (eg. Zalman) - Checkerboard (eg. DLP) - Anaglyph-checkerboard (coloured glasses) |
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Potion Studios | Perlin Noise Texture Map v0.1 291 KB |
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14.11.2007 This is an implementation of Ken Perlins' noise function as a texture map for Max. It extends the shipping noise algorithms with a simple to use, but extremely powerful and popular noise function. Perlin noise has a pseudo-random appearance with values changing smoothly from one point to another, making it useful for creating a great variety of procedural textures. |
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Rob Galanakis | skinHero Shader v1.0 3.3 MB |
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06.05.2007 The skinHero viewport shader is designed for human skin, specifically the face, and replicates the unique properties of rim lighting, sub-surface scattering, and pore-level detail. Despite its visual fidelity, the shader is cheap (50 pixel shader instructions only), and uses less texture memory than a traditional normal-mapping shader with three 24-bit maps. |
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Rob Galanakis | Velvet Shader v1.0 3.89 MB |
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06.05.2007 The velvet viewport shader simulates the rim/fresnel lighting effect and softened specular highlights of cloth like velvet. It uses a micro-normal and micro-specular map, meaning that fiber-level detail should be left out of the normal map. The specular level (normal alpha) can be multiplied by a color to produce a colored specular highlight, which is very important for the rim lighting on certain materials. |
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Rob Galanakis | Parallax Occlusion Mapping Shader v1.0 16.8 KB |
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06.05.2007 This is a version of the ATI Toy Shop POM viewport shader converted to work in Max. |
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Rob Galanakis | Eyes Shader v1.0 7.48 MB |
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06.05.2007 The eye shader is designed around two philosophies seemingly at odds: visual fidelity and variation with low overhead. The same eye shader and set of textures provides 4 eye 'types' with an infinite number of colors. Adding a single 256x256 RGBA texture provides a whole new set of 4 eye types. So instead of having 10 eye textures for 100 characters and having repeating eyes, the same 10 textures can produce 40 100% unique eyes, and the rest of them with 100% unique eye colours. |
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Rob Galanakis | electricSkin Shader v1.0 12 MB |
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16.09.2007 This viewport shader is really many iterations on the same idea, of interesting ways to animate textures just with UV's and combine a variety of 'self-illumination' techniques, always keeping in mind texture space and memory by using every single channel to its fullest. |
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Author / WWW | Name / Download | Plugin Type |
Rob Galanakis | Metal Shader v1.0 7.92 MB |
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06.05.2007 The metal viewport shader simulates reflective metals. It has a 24-bit specular map, dual specular highlights (one tight and saturated, one broad and duller) and a mask for reflection (shinier areas get non-blurry reflections). Despite the number of maps required, this is a relatively cheap shader. |