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97 records match your query.
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Author / WWW Name / Download Plugin Type
Jerry Ylilammi Bercon MetaballTex v1.0 for V-Ray 2.0
878 KB
Material
Compiled / Description
26.10.2012

This shader can be used to correctly map, color and texture the implicit surfaces created by BerconMetaBalls. It was developed for use with the Colorflow operator for Particle Flow Tools: Box#3, which was developed as part of the SuperFlow project.

This plugin only works together with V-Ray 2.0 and higher, you need to put it in the 'vrayplugins' folder. Thanks go to Vlado Koylazov for updating the plugin to work with V-Ray 2.0

The Max 2013 version is 64-bit only.
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Author / WWW Name / Download Plugin Type
Jerry Ylilammi / George Rolfe BerconMaps v3.04
1.92 MB
Material
Compiled / Description
11.04.2014

This plugin contains 5 new procedural materials for Max: Wood, Noise, Tile, Gradient and Distortion. All of them are 3D maps except for Tile. They will work with scanline, V-Ray, finalRender and Brazil (not mental ray).
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Author / WWW Name / Download Plugin Type
John Burnett InfoTexture v2.26.2009
85.7 KB
Material
Compiled / Description
26.02.2009

This material shades the surface according to various surface properties. It's intended to be used to render passes of a scene that will later be used in a compositing program or post-process script.
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Author / WWW Name / Download Plugin Type
John Burnett UVW to RGB v2.26.2009
53.7 KB
Material
Compiled / Description
26.02.2009

Uses UVW channels to shade the surface of an object. Useful for viewing how the UV mapping flows along a surface.
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Author / WWW Name / Download Plugin Type
John Burnett Warp Texture v2.26.2009
56.8 KB
Material
Compiled / Description
26.02.2009

WarpTexture distorts one texture with another texture. Each RGB component of the warp texture will distort the corresponding UVW/XYZ value of the Target texture (ie. the warp red will push the Target texture along U/X).
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Author / WWW Name / Download Plugin Type
Laurens Corijn / Robbert-Jan Brems Xoliul Shader v2.0
29.5 MB
Material
Compiled / Description
03.02.2013

This is a powerful viewport shader for use in the Max viewport which includes the following features:
- Clean, readable code that is easy to follow for those wanting to learn
- 3 lights support
- All the regular stuff like diffuse, spec, gloss, normal and glow maps
- Correct additive specular calculation
- Better glossmap control with offset and range parameters
- Alternative Half Lambert shading model, like in TF2
- Extensive Fresnel effects like rimlight and cubemap reflections
- Object-space normalmap support, since there aren't many shaders for that
- Realtime shadows in Max 2009 and higher, with soft-shadow blur (Max 2010 and higher)
- Image Based Lighting with cubemaps, for better ambient conditions
- Blurry reflections controllable by glossiness map
- and more...
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Author / WWW Name / Download Plugin Type
Luigi Kavijian / Drew Watts DOTA2 Hero Shader v2.3
44.5 KB
Material
Compiled / Description
25.01.2014

This is a powerful viewport shader for use in the Max viewport which includes the following features:
- Half-lambert diffuse term with controllable falloff
- Additive rimlighting for make your models pop
- Phong speculars
- Mask support, as seen on DOTA2
- All of the fancy effects that Valve uses :o)

For the latest updates and more information about the shader, head over to the thread at the Polycount forum.
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Author / WWW Name / Download Plugin Type
Mankua Ptex Shader Alpha 5
10.7 MB
Material
Compiled / Description
14.05.2011

Ptex Shaders is a set of plugins and shaders for Max, Maya and mental ray that provide rendering support of Ptex files in Max and Maya.
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Author / WWW Name / Download Plugin Type
Mankua Stress v1.0
258 KB
Material
Compiled / Description
27.08.2010

Stress is a texture map plugin that composes 3 different maps using the compression and strain of the mesh object to which it is applied.
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Author / WWW Name / Download Plugin Type
Mankua / Josef Wienerroither Stress v1.0
639 KB
Material
Compiled / Description
06.11.2021

Stress is a texture map plugin that composes 3 different maps using the compression and strain of the mesh object to which it is applied.

More information can be found here, and the latest source code is available from Josef Wienerroither's GitHub repository.

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