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119 records match your query.
Displaying 10 entries per page.
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Author / WWW | Name / Download | Shader Type |
Stephen Gustafson | Integer to Scalar v1.0 201 KB |
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23.11.2005 Converts an integer to a scalar. Examples of how to use this shader and others in the Utility Packs can be found here. |
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Stephen Gustafson | Vector to Color v1.0 141 KB |
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23.11.2005 Converts a vector to a color. Examples of how to use this shader and others in the Utility Packs can be found here. |
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Stephen Gustafson | Irradiance Matte v1.0 21.8 KB |
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21.11.2005 This shader works like a Matte plane that accepts FG shadows. It is also good for developing separate indirect illumination-only passes for use in compositing. |
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Ben Rogall | Parallax v0.7 10.9 KB |
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20.11.2005 This is a steep parallax shader, which is like a cross between normal mapping and displacement. The Include file for Max can be downloaded here. |
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Stephen Gustafson | Indirect Illum v1.0 21.7 KB |
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20.11.2005 This shader allows you to pipe your indirect illumination through your shader wherever you want (adding indirect illumination to a constant shader, perhaps?), independent of illumination shaders. Additionally, it gives you a multiplier that could be used to either adjust the level of your indirect illumination, or maybe tint it. |
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Author / WWW | Name / Download | Shader Type |
Ben Rogall | ZBump v0.6 5 KB |
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26.10.2005 This shader is for using images as bump maps, which is easy in Max, but not so easy on XSI. The only reason it is in this database is because it is useful when using the Parallax shader from the same author. The Include file for Max can be downloaded here. |
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Stephen Gustafson | Environment Ray Type v1.0 21.6 KB |
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29.09.2005 This shader lets you specify three different environments based on the ray type that's reading them: ray, reflect, and everything else. |
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Stephen Gustafson | Refract Direction v1.0 21.5 KB |
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28.09.2005 This shader run a check for inverted normals when calculating the refraction. If they are, it continues the tracing of the current ray (so if it's a refraction, the refraction ray should ignore the back side of your object, and trace further into the scene). |
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Stephen Gustafson | Scalar Math v1.0 5 KB |
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18.06.2005 Scalar Math provides simple math operations for scalars, and gives the output as a scalar value. |
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Author / WWW | Name / Download | Shader Type |
Stephen Gustafson | Scalar to Color v1.0 5 KB |
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18.06.2005 Scalar to Color allows you to map shaders with scalar output (ie Texture Turbulence) to a color slot. |