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Peter Watje | Texture Map Blender v1.02 13.9 KB |
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24.03.2014 A simple additive blender. It just adds the color or bump for each entry based on the mask and the amount value. |
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Siger Studio | Thin Film v1.0.7 88 KB |
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12.04.2017 This texture map reproduces the effect of thin film interference on a surface, such as soap bubbles, an oil film or insect wings. It can be used as a reflection color map in a material with the materials' Fresnel option, as the plugin does its own Fresnel calculations. |
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Till Maginot | Toon / Comic Realtime Shader v0.60 9.6 KB |
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15.08.2013 This realtime viewport cel-shader needs a graphics card that can handle shader model 3.0. It gives you a choice between a 1-light and 3-light setup, and can do more than just toon shading. |
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BlurBeta | ToonAsisstant v1.01 2.14 MB |
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14.03.2014 A material that helps set up and convert Ink'n'Paint materials. |
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Rob Galanakis | UberShader v1.0 9.35 KB |
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17.02.2008 This is a DirectX version of a viewport uber-shader using most of Rob's common functions. Jack of all trades, master of none, it includes normal, offset, parallax occlusion mapping and most/all of the algorithms found on his Functions page. |
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BlurBeta | Utility Material v2.07 2.14 MB |
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14.03.2014 Allows you to set material requirements, such as rendering reflections of objects without rendering the objects themselves, etc. |
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John Burnett | UVW to RGB v2.28.2014 38.7 KB |
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28.02.2014 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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Chaos Group | V-Ray alSurface Alpha 3 818 KB |
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10.10.2016 This is a partial port of the alSurface shader by Anders Langlands. The original alSurface shader is available on Bitbucket at https://bitbucket.org/anderslanglands/alshaders/wiki/Home. The main purpose of this port is to allow rendering with V-Ray for Max of skin materials set up for the Arnold renderer. |
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Rob Galanakis | Velvet Shader v1.0 3.89 MB |
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06.05.2007 The velvet viewport shader simulates the rim/fresnel lighting effect and softened specular highlights of cloth like velvet. It uses a micro-normal and micro-specular map, meaning that fiber-level detail should be left out of the normal map. The specular level (normal alpha) can be multiplied by a color to produce a colored specular highlight, which is very important for the rim lighting on certain materials. |
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Drew Watts | Vertex Alpha Blend Viewport Shader v0.4 8.5 KB |
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25.09.2012 This is a viewport shader for previewing blended materials in Max. |