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Itoo Software | ColorEdge v1.03 482 KB |
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05.05.2007 ColorEdge is a procedural texture which changes the color along the VISIBLE edge faces of an object, allowing you to define color gradients and add noise effects. |
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AF Video Systems | AF Pseudo Reflect v1.4 473 KB |
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08.12.2006 AF Pseudo Reflect gives you an alternative method of reflection mapping which can be useful for metallic objects with flat surfaces. It gives a much better result on flat surfaces than the standard Max Environment mapping, as well as giving full control over the look of the reflection map. It also includes a mental ray shader. |
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Brendan Duncan | MAXShade v0.0.3 403 KB |
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12.04.2004 MAXShade is a scripting language much like MAXScript. But while MAXScript is designed for writing tools, MAXShade is designed for writing shaders. A shader is an element of a renderer. In Max, materials, textures, video post filters, render effect filters, lights, and atmospherics can all be considered shaders. With MAXShade, you can use a simple scripting language to write new materials, textures, and render effect filters quickly and efficiently. You won't need to learn C++, Windows API, or the Max SDK to add new materials, textures, or filters to Max. Shaders are much more compact than C++ plugins; a simple shader requiring 30 lines of code in MAXShade, may require 3000 lines of code to produce the same results in C++. This means you can quickly prototype your ideas with MAXShade, and see your results instantly. The shading language is, for the most part, compatible with the RenderMan Shading Language. This means that not only can you write your own shaders from scratch, you can also make use of the many RenderMan shaders available from its years of use in film production. |
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Michael Bailey | Cook-Torrance Shader v1.0 16.7 KB |
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23.12.2001 This plugin is designed to replace the Max default metal shader plugin. It has more control over the material, at the expense of greater complexity. The settings are: Specular Level, Roughness, Specularity, Index of Refraction. It uses the shading algorithm proposed in 'A Reflectance Model for Computer Graphics' by Robert L. Cook and Kenneth E. Torrance. |
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John Burnett | UVW to RGB v4.01.2001 31 KB |
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14.11.2001 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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John Burnett | Matte/Shadow 2 v7.14.2000 16 KB |
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14.11.2001 Updates the standard Matte/Shadow material to support double-sided rendering and displacement mapping. |
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John Burnett | Normal Texture v8.05.2000 125 KB |
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14.11.2001 This is a great texture for doing fast post-process distortion and refraction fakes. |
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John Burnett | Backlight v11.14.2001 25.2 KB |
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14.11.2001 This is a simple texture that adds light to the front of a face based on the light hitting the back of it. It's good for simple 'paper thin' translucency. |
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Michael Bailey | InterBlinn v1.0 17.9 KB |
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23.09.2001 The algorithm for this shader came from the book Graphics Gems II. It has been modified to incorporate the Blinn style of shading rather than Phong. It expands on the normal Blinn shader by providing two new variables, Tension and Bias. This shader provides a continuous 'bridge' between Flat shading and Blinn shading, allowing you to vary the 'Blinn-ness' and 'Faceted-ness'. With settings of Tension = 0.0 and Bias = 1.0, the shader is equivalent to Blinn shading. With settings of Tension = 1.0 and Bias = 1.0, the shader is equivalent to Flat shading. In addition to this, by setting Tension < 0.0 each face is rounded more than in Blinn shading resulting in a surface with each face bumping outwards. With Tension > 1.0 each face is rounded more inwards, resulting in a surface with each face bumping inwards. |
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REYES Infográfica | DirtyReyes Material v1.11 284 KB |
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16.02.2001 This is a compound material that works in a very similar way to the Blend material in Max. The DirtyReyes material allows you to blend the 'clean material' of the model with a usually dark material that represents the dirt covering the object (the 'dirty material'). The bitmap calculated by DirtyReyes determines the way the two materials are blended so that a satisfactory, dirty appearance for the objects involved in the DirtyReyes calculation is reached. You can also download the manual and a demo scene. |