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Author / WWW | Name / Download | Shader Type |
Daniel Rind | muhHair v1.01 65.6 KB |
Material / Shadow |
Compiled / Description | ||
06.07.2004 muhHair is a hair shader (meant to be used on hair geometry *only*) which is considerably faster than the default hair shader, and offers a lot more options to create realistic looking hair. The 64-bit version of this shader can be downloaded here. The Include file for Max can be downloaded here. 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
Duiker Research Corporation | drUtilSuite v1.01 4.25 MB |
Material |
Compiled / Description | ||
04.03.2011 This is a collection of shaders for mental ray 3.4 to 3.9 that is aimed at making it easier to create custom networks of shaders. The drUtilSuite includes the following categories of shaders: Logic Shaders: - drAnd_v1 - drAnd_v2 - Array - drOr_v1 - drOr_v2 - Array - drXOr_v1 - drNot_v1 - drEqualScalar_v1 - drNotEqualScalar_v1 - drEqualColor_v1 - drNotEqualColor_v1 - drEqualVector_v1 - drNotEqualVector_v1 - drGreaterThanScalar_v1 - drGreaterThanOrEqualScalar_v1 - drLessThanScalar_v1 - drLessThanOrEqualScalar_v1 - drGreaterThanColor_v1 - drGreaterThanOrEqualColor_v1 - drLessThanColor_v1 - drLessThanOrEqualColor_v1 - drGreaterThanVector_v1 - drGreaterThanOrEqualVector_v1 - drLessThanVector_v1 - drLessThanOrEqualVector_v1 - drInRangeColor_v1 - drInRangeScalar_v1 - drInRangeVector_v1 - drIsObject_v1 - drInRasterPositionRange_v1 - drInBetweenVector_v1 - drIfThenElseScalar_v1 - drIfThenElseColor_v1 - drIfThenElseVector_v1 Conversion Shaders: - drColor2Vector_v1 - drColor2Scalar_v1 - drColor2Scalars_v1 - drColor2Boolean_v1 - drColor2Integer_v1 - drVector2Color_v1 - drVector2Scalar_v1 - drVector2Scalars_v1 - drVector2Boolean_v1 - drVector2Integer_v1 - drScalar2Color_v1 - drScalar2Vector_v1 - drScalar2Boolean_v1 - drScalars2Color_v1 - drScalars2Vector_v1 - drScalar2Integer_v1 - drBoolean2Color_v1 - drBoolean2Vector_v1 - drBoolean2Scalar_v1 - drBoolean2Integer_v1 - drInteger2Boolean_v1 - drInteger2Scalar_v1 - drInteger2Vector_v1 - drInteger2Color_v1 Layer Shaders: - drOver_v1 - drSwitchMatte_v1 - drMatteMult_v1 - drMatteDiv_v1 - drSetAlpha_v1 - drCopyChannelColor_v1 - drCopyChannelVector_v1 - drSetChannelColor_v1 - drSetChannelVector_v1 - drMixerColor2_v1 - drMixerColor4_v1 - drMixerColor8_v1 - drMixerColor16_v1 - drMixerScalar2_v1 - drMixerScalar4_v1 - drMixerScalar8_v1 - drMixerScalar16_v1 - drMixerVector2_v1 - drMixerVector4_v1 - drMixerVector8_v1 - drMixerVector16_v1 - drReorderColor_v1 - drReorderVector_v1 Math Shaders: - drAddColor_v2 - drAddScalar_v1 - drAddVector_v1 - drSubColor_v2 - drSubScalar_v1 - drSubVector_v1 - drSubAColor_v2 - drSubAScalar_v1 - drSubAVector_v1 - drMultColor_v2 - drMultScalar_v1 - drMultVector_v1 - drDivColor_v2 - drDivScalar_v1 - drDivVector_v1 - drMinColor_v2 - drMinScalar_v1 - drMinVector_v1 - drMaxColor_v2 - drMaxScalar_v1 - drMaxVector_v1 - drMixColor_v2 - drMixScalar_v1 - drMixVector_v1 - drClampColor_v3 - drClampScalar_v1 - drClampVector_v2 - drThresholdColor_v2 - drThresholdScalar_v1 - drThresholdVector_v1 - drCompressColor_v2 - drCompressScalar_v1 - drCompressVector_v1 - drExpandColor_v2 - drExpandScalar_v1 - drExpandVector_v1 - drInvertColor_v2 - drInvertScalar_v1 - drInvertVector_v1 - drModColor_v2 - drModScalar_v1 - drModVector_v1 - drFloorColor_v2 - drFloorScalar_v1 - drFloorVector_v1 - drCeilColor_v2 - drCeilScalar_v1 - drCeilVector_v1 Utility Shaders: - drDebugColor_v1 - drDebugVector_v1 - drDebugScalar_v1 - drDebugBoolean_v1 - drNullColor_v2 - drNullScalar_v1 - drNullVector_v1 - drConstColor_v2 - drConstScalar_v1 - drConstVector_v1 - drNormalizeVector_v1 - drVectorNorm_v1 - drSelectColor_v1 - drSelectScalar_v1 - drSelectColor2_v1 - drSelectColor4_v1 - drSelectColor8_v1 - drSelectColor16_v1 - drSelectScalar2_v1 - drSelectScalar4_v1 - drSelectScalar8_v1 - drSelectScalar16_v1 - drSwitchColor_v4 - drRayTypeSelect_v1 - drSetOpacity_v1 - drShadowPass_v1 - drSelectVector_v1 - drSelectVector2_v1 - drSelectVector4_v1 - drSelectVector8_v1 - drSelectVector16_v1 State Shaders: - drStateRasterPos_v1 - drStateOrg_v1 - drStateDir_v1 - drStatePoint_v1 - drStateNormal_v1 - drStateGeometricNormal_v1 - drStateMotion_v1 - drStateRasterX_v1 - drStateRasterY_v1 - drStateRasterWidth_v1 - drStateRasterHeight_v1 - drStateDist_v1 - drStateTime_v1 - drStateDotND_v1 - drStateInvNormal_v1 - drStateReflectionLevel_v1 - drStateRefractionLevel_v1 - drStateLabel_v1 - drStateInstance_v1 - drStateReflectionLevelScalar_v1 - drStateRefractionLevelScalar_v1 - drStateLabelScalar_v1 - drStateInstanceScalar_v1 - drStateRayTypeScalar_v1 - drStateTextureCoord_v1 Lens Shaders: - drLensPanoramic_v1 - drLensGamma_v1 - drLensBrightness_v1 Geometry Shaders: - drGeomSetAreaLightType_v1 Light Shaders: - drParticleLight_v1 Environment Shaders: - drEnvironmentPanoramic_v1 Illumination Shaders: - drDebugIllumLambert_v1 - drDebugLightPoint_v1 Multipass Shaders: - drMultipassGeometry_v5 - drMultipassGeometry8_v5 - drMultipassGeometry16_v5 - drMultipassSurface_v5 - drMultipassSurface8_v5 - drMultipassSurface16_v5 - drMultipassLens_v5 - drMultipassLens8_v5 - drMultipassSamplesMerge_v1 - drMultipassGeometrySamplesWrite_v1 - drMultipassGeometrySamplesMerge_v1 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
Florian Wild | HLS Shader v1.0 4 KB |
Material |
Compiled / Description | ||
15.01.2006 The Hapke-Lommel-Seeliger shader is intended to be used for simulating the reflectance distribution of the lunar surface, but it might be used anywhere where rough surface shading is needed. The Include file for Max can be downloaded here. 32-bit: Yes 64-bit: No |
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Author / WWW | Name / Download | Shader Type |
Florian Wild | E103 Shader v1.0 4 KB |
Material |
Compiled / Description | ||
17.01.2006 This BRDF shader is good for simulating rough metal. The Include file for Max can be downloaded here. 32-bit: Yes 64-bit: No |
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Author / WWW | Name / Download | Shader Type |
Francesca Luce | ctrl_Rays v1.0 4 KB |
Material |
Compiled / Description | ||
18.11.2005 This very useful shader allows you to assign different materials for reflection, refraction, transparency, final gathering, shadows etc. It can also be used to speed up final gathering by using a simplified material for the FG precomp, and then using your actual material for the render. The Include file for Max is in the zip file. 32-bit: Yes 64-bit: No |
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Author / WWW | Name / Download | Shader Type |
Francesca Luce | ctrl_Occlusion v1.6d 50.8 KB |
Material |
Compiled / Description | ||
22.05.2006 Ctrl_Occlusion is a shader that does directional occlusion to simulate area light shadows. It can be anything from 2x to 5x faster in certain situations. The Zip file contains an include file for Max, and a demo file to demonstrate one of the ways to use the shader. 32-bit: Yes 64-bit: No |
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Author / WWW | Name / Download | Shader Type |
Fredrik Brännbacka | madVelvet v1.0 31.3 KB |
Material |
Compiled / Description | ||
18.05.2004 This is a mentalray version of the velvet shader that Stephen H Westin wrote for Renderman. 32-bit: Yes 64-bit: No |
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Author / WWW | Name / Download | Shader Type |
Grant Adam | ShadowPass v1.02 314 KB |
Material |
Compiled / Description | ||
29.04.2006 ShadowPass is a material based on the standard Matte/Shadow, but designed to be used solely for shadow catching. It supports coloured shadows / lights, and outputs the shadows in the RGB channels with a solid alpha (the Matte/Shadow material in Max outputs no RGB information, and the shadows are just a luma pass in the alpha channel). 32-bit: Yes 64-bit: No |
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Author / WWW | Name / Download | Shader Type |
Guy Rabiller | lm_2DMV v2.0p 7.1 KB |
Material |
Compiled / Description | ||
24.04.2007 Exports 2D motion vectors for use with ReelSmart Motion Blur. The Include file for Max can be downloaded here. I know it says it is for Maya, but the include file will also work in Max. 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
Holger Schönberger | BA_illum_flat_light v24.02 3.10 MB |
Material / Shadow |
Compiled / Description | ||
15.09.2009 This is a flat shader that supports translucency. With this shader the object has no shading, it is as bright as all light that hits the object. 32-bit: Yes 64-bit: Yes |