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98 records match your query.
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Author / WWW Name / Download Plugin Type
Peter Watje Object Texture v1.01a
51.8 KB
Material
Compiled / Description
14.05.2007

This texture generates a height/normal map from an object in the scene. It is useful for turning geometry in the scene into a bump map without having to render out a height map file or drawing it in a paint package.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Peter Watje Particle Paint v1.2
41.9 KB
Material
Compiled / Description
11.05.2007

This material turns a particle system into a spray can.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Peter Watje 3D Painter Prototype v1.02
81.1 KB
Material
Compiled / Description
15.05.2007

This is a 3D Painter that lets you paint into a bitmap or vertex colors. The bitmap painter is implemented as a material while the vertex painter is implemented as modifier. Other than that they both have the same painter tools and behave the same way.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Philip Palmer Stereoscopy Shader v1.0
43.2 KB
Material
Compiled / Description
11.05.2010

This DirectX Shader (FX) file performs stereoscopic rendering in the Max viewport. It provides the following 3D output formats:
- Anaglyph (coloured glasses)
- Interlaced (eg. Zalman)
- Checkerboard (eg. DLP)
- Anaglyph-checkerboard (coloured glasses)

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Potion Studios Perlin Noise Texture Map v0.1
291 KB
Material
Compiled / Description
14.11.2007

This is an implementation of Ken Perlins' noise function as a texture map for Max. It extends the shipping noise algorithms with a simple to use, but extremely powerful and popular noise function. Perlin noise has a pseudo-random appearance with values changing smoothly from one point to another, making it useful for creating a great variety of procedural textures.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis skinHero Shader v1.0
3.3 MB
Material
Compiled / Description
06.05.2007

The skinHero viewport shader is designed for human skin, specifically the face, and replicates the unique properties of rim lighting, sub-surface scattering, and pore-level detail. Despite its visual fidelity, the shader is cheap (50 pixel shader instructions only), and uses less texture memory than a traditional normal-mapping shader with three 24-bit maps.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis Velvet Shader v1.0
3.89 MB
Material
Compiled / Description
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.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis Parallax Occlusion Mapping Shader v1.0
16.8 KB
Material
Compiled / Description
06.05.2007

This is a version of the ATI Toy Shop POM viewport shader converted to work in Max.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis Eyes Shader v1.0
7.48 MB
Material
Compiled / Description
06.05.2007

The eye shader is designed around two philosophies seemingly at odds: visual fidelity and variation with low overhead. The same eye shader and set of textures provides 4 eye 'types' with an infinite number of colors. Adding a single 256x256 RGBA texture provides a whole new set of 4 eye types. So instead of having 10 eye textures for 100 characters and having repeating eyes, the same 10 textures can produce 40 100% unique eyes, and the rest of them with 100% unique eye colours.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Plugin Type
Rob Galanakis electricSkin Shader v1.0
12 MB
Material
Compiled / Description
16.09.2007

This viewport shader is really many iterations on the same idea, of interesting ways to animate textures just with UV's and combine a variety of 'self-illumination' techniques, always keeping in mind texture space and memory by using every single channel to its fullest.

32-bit: Yes
64-bit: Yes

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