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131 records match your query.
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Author / WWW | Name / Download | Shader Type |
David Baker | WireColor v1.1 92 KB |
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26.07.2008 When applied to a color swatch in Max, this texture automatically uses the viewport wire color of the object. Due to the fact that it makes use of user data from Max, it won't work in other DCC applications. 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
David Lanier | DL3D_Toonshader v1.0 31 KB |
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13.06.2007 This is a simple toon shader. 32-bit: Yes 64-bit: Yes |
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David Lanier | DL3D_XRay Texture v1.0 22.5 KB |
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13.06.2007 This is a transparency shader with falloff, which can be used to create materials which look like an X-Ray. 32-bit: Yes 64-bit: Yes |
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David Lanier | DL3D_Cellular Texture v1.0 36.4 KB |
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13.06.2007 This is a fractal Worley noise shader (F2-F1). 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
David Lanier | DL3D_Wireframe Texture v1.0 27.7 KB |
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13.06.2007 This is a simple wireframe shader with 2 colors, one for the edge (wirecol) and one for the inside (facecol), and a control for the thickness of the edge. 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
Francesca Luce | ctrl_Colors v1.2 91.8 KB |
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03.07.2008 This is a very useful set of shaders for working with colors. It includes: - color_balance - color_correction - color_compose - color_keyer - color_picker - color_smoothranges - color_math - color_conversions 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
Fredrik Brännbacka | mad_physicalSky v1.1 16.4 KB |
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12.11.2006 This shader is based on the paper A Practical Analytic Model for Daylight presented at Siggraph 1999. It is for adding a physical sky environment to your scenes. 32-bit: Yes 64-bit: No |
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Author / WWW | Name / Download | Shader Type |
G. Mohan | Whirly v1.0 139 KB |
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12.06.2003 Uses worley noise to produce a number of different textures. From bacteria to flowers, from ship hulls to rock formations and more! All produced by one shader with lots of control over everything. 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 |
Holger Schönberger | BA_color_raylength v24.02 3.10 MB |
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15.09.2009 This shader returns different types of Raylengths. Rays can be 'blurred' and they are able to ignore transparent surfaces. It has a number of different uses: Total Raylength - The total ray length from the camera to the surface, including reflections and refractions. Use it to control a value that is affected by the distance to the camera like fake depth blur or fading objects to black. Last Raylength - Returns the raylength from the last intersection to the current intersection Next Raylength - Transparency - Returns the thickness of an object. Can be used to fake something like the constant density volume shader. Next Raylength - Reflection - Returns the distance for the reflection. You can use this to fade reflections depending on the distance in rendertree or compositing. Next Raylength - Normal (Occlusion) - Same as every ambient occlusion shader, BUT this shader is able to ignore transparency Next Raylength - Inverted Normal (Edges) - Returns the edges of an objects 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
Holger Schönberger | BA_color_switcher v24.02 3.10 MB |
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15.09.2009 This shader has a number of uses: Multiple Pass Colors - With this shader you can create the whole render tree for all passes. You won't lose transparency, bump or displacement. And you can share textures, colors and fractals between multiple passes. If you have a scene with reference models and all reference models have this pass setup, you can easily add a new reference model without placing the new object into the right passes. All models have this color switcher applied, you just create one override in the pass for the switch number of this shader. Random Colors - If you have a lot of similar objects which should have a slightly different materials, then you can put the different inputs into this shader and enable ramdomize. E.g. useful to get variation in grid-textured feathers. Framebuffers - You can render different inputs into different framebuffers. This can be useful if your scene render pre-processing takes a long time and you don't want this pre-processing for every render layer/pass. 32-bit: Yes 64-bit: Yes |