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HABWare | IBitmap v9.0 46.8 KB |
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30.03.2016 An extension of the Bitmap texture plugin which properly handles interlaced images with field-rendering. |
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HABWare | Patchwork v9.0 35.8 KB |
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10.04.2016 A checker-like texture, that allows you to use the predefined shapes squares, circles and triangles for texturing. |
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HABWare | Particle Texture v9.0 41.8 KB |
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10.04.2016 Allows you to set the particle color depending on its velocity and size. |
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HABWare | Water2 v9.0 65.4 KB |
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10.04.2016 A procedural texture which creates ripples whenever a particle falls on the objects surface. |
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Itoo Software | ColorEdge v1.0.4 838 KB |
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12.04.2023 ColorEdge is a procedural texture which changes the color along the VISIBLE edge faces of an object, allowing you to define color gradients and add noise effects. |
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Jerry Ylilammi | BerconMaps v3.04 367 KB |
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18.04.2023 This plugin contains 5 new procedural materials for Max: Wood, Noise, Tile, Gradient and Distortion. All of them are 3D maps except for Tile. They will work with scanline, V-Ray, finalRender and Brazil (not mental ray). |
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Jerry Ylilammi / James Stewart | BerconMaps v3.04 362 KB |
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28.05.2019 This plugin contains 5 new procedural materials for Max: Wood, Noise, Tile, Gradient and Distortion. All of them are 3D maps except for Tile. They will work with scanline, V-Ray, finalRender and Corona (not mental ray). This version fixes a crash on save, removes the outdated custom curve control and cleans up / optimizes the code a bit. |
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Author / WWW | Name / Download | Plugin Type |
John Burnett | InfoTexture v3.12.2016 68.9 KB |
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12.03.2016 This material shades the surface according to various surface properties. It's intended to be used to render passes of a scene that will later be used in a compositing program or post-process script. |
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John Burnett | UVW to RGB v3.12.2016 38.8 KB |
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12.03.2016 Uses UVW channels to shade the surface of an object. Useful for viewing how the UV mapping flows along a surface. |
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John Burnett | Warp Texture v4.24.2016 41.2 KB |
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24.04.2016 WarpTexture distorts one texture with another texture. Each RGB component of the warp texture will distort the corresponding UVW/XYZ value of the Target texture (ie. the warp red will push the Target texture along U/X). |