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Author / WWW | Name / Download | Shader Type |
Jonathan Baecker | mia_wrapper_mod v0.7 71.3 KB |
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21.10.2007 This shader is part of the mia_Buffer phenomenon for outputting render layers using mental ray and 3ds Max. |
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Miguel A. Santiago Jr. | DT3D BRDF Scatter v1.0 452 KB |
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09.07.2008 This is a BRDF (Bidirectional Reflectance Distribution Function) shader, good for materials such as wax, jade and porcelain. The Include file for Max can be downloaded here. |
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Author / WWW | Name / Download | Shader Type |
Miguel A. Santiago Jr. | DT3D Car Paint v1.0 348 KB |
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09.07.2008 This is a car paint shader which simulates a lacquered surface. The Include file for Max can be downloaded here. |
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Miguel A. Santiago Jr. | DT3D Skin v1.0 608 KB |
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04.08.2008 DT3D skin shader is an oren nayar based shader with at the moment 54 controllable attributes that control the subsurface scattering and the many specular layers. It has 4 functions contributing to the subsurface scattering, that range in different effects that happen when light hits skin. The Include file for Max can be downloaded here. |
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Miguel A. Santiago Jr. | DT3D Lafortune v1.0 278 KB |
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31.07.2008 This is a Lafortune shader. For more information on what that is, look here. The Include file for Max can be downloaded here. |
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Miguel A. Santiago Jr. | DT3D Single Scatter v1.0 415 KB |
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02.08.2008 The shader is based on single scattering approximations to mimic scattering of light within a material. This shader gives the user artistic control over the way the light scatters and its coloring. The Include file for Max can be downloaded here. |
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Author / WWW | Name / Download | Shader Type |
Miguel A. Santiago Jr. | DT3D Anisotropic Phong v1.0 318 KB |
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07.07.2008 This shader is based on the Renderman shader by Peter Stuart. The shader raytracing can be used to sample the environment to get 'one-bounce indirect light'. The specular and diffuse portions are sampled separately, and can give a range of effects from blurry reflections to a radiosity-like effect. The Include file for Max can be downloaded here. |
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Author / WWW | Name / Download | Shader Type |
Miguel A. Santiago Jr. | DT3D Glossy Shader v1.0 264 KB |
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03.08.2008 Glossy shader is based on the Renderman course notes by Larry Gritz about glossy specular highlights. The shading model assumes that the object is highly polished causing a sharper specular highlight rather than the traditional specular highlight that assumes the surface is rough, giving the highlights a fuzzy appearance. The glossy shader works well for glossy materials, such as finished ceramics, glass, or wet materials. The Include file for Max can be downloaded here. |
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Author / WWW | Name / Download | Shader Type |
Miguel A. Santiago Jr. | DT3D Oren Nayar v1.0 234 KB |
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02.08.2008 Oren Nayar shader is based on the research paper 'Generalization of Lambert's Reflectance Model'. The shader is based on a more physical approach to shading rough surfaces, and considers rough surfaces to have microscopic grooves and hills, unlike the conventional Lambert shader that assumes it's a smooth surface that reflects light equally. It has a roughness parameter that when placed at zero is the default Lambert shading. When higher values are input the surface becomes rougher and absorbs more light while reflecting the light at glancing angles. The Include file for Max can be downloaded here. |
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Author / WWW | Name / Download | Shader Type |
Miguel A. Santiago Jr. | DT3D Rim Shader v1.0 243 KB |
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02.08.2008 The Rim Shader computes a specular term that boosts the highlights at glancing angles, easily giving the rim effect mostly common to 3 point lighting in films. It gives you better artistic control of your shader without having to bombard your objects with loads of light to get a simple rim effect. This is a port of Matt Pharr's Renderman rim shader. The Include file for Max can be downloaded here. |