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98 records match your query.
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Author / WWW Name / Download Plugin Type
ajigroup ykZ Map v0.1
9.3 KB
Material
Compiled / Description
09.05.2007

This shader is linked to the Environment Range of the camera, which makes it very easy to render anti-aliased Z-Depth images.

32-bit: Yes
64-bit: No
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Author / WWW Name / Download Plugin Type
ajigroup ykZ Material v1.0b
21.5 KB
Material
Compiled / Description
09.05.2007

This shader is linked to the Environment Range of the camera, which makes it very easy to render anti-aliased Z-Depth images.

32-bit: Yes
64-bit: No
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Author / WWW Name / Download Plugin Type
Peter Watje Cellular 2D v1.0
54.3 KB
Material
Compiled / Description
08.05.2007

A 2D implementation of Cellular so you can see it in the viewports.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Peter Watje Noise 2D v1.1b
49.2 KB
Material
Compiled / Description
08.05.2007

The same as the Noise that ships with Max, except that it is implemented as a 2D map instead of a 3D map, allowing you to see the noise in the viewports.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Peter Watje Wave 2D v1.0b
43.3 KB
Material
Compiled / Description
08.05.2007

A sine wave material generator that allows you to create linear and radial waves.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis skinHero Shader v1.0
3.3 MB
Material
Compiled / Description
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.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis Velvet Shader v1.0
3.89 MB
Material
Compiled / Description
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.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis Parallax Occlusion Mapping Shader v1.0
16.8 KB
Material
Compiled / Description
06.05.2007

This is a version of the ATI Toy Shop POM viewport shader converted to work in Max.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis Eyes Shader v1.0
7.48 MB
Material
Compiled / Description
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.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis Metal Shader v1.0
7.92 MB
Material
Compiled / Description
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.

32-bit: Yes
64-bit: Yes

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