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59 records match your query.
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Author / WWW Name / Download Shader Type
Pavel Ledin P_environment v3.4 beta 8
5.17 MB
Texture
Compiled / Description
14.06.2014

A shader for computing environment reflection or ambient light from environment for Baked Occlusion.
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Pavel Ledin P_scatter_wrap v3.4 beta 8
5.17 MB
Texture
Compiled / Description
14.06.2014

A shader for faking a scattering effect based on object thickness and additional wrap effect. The shader returns a float.
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Mankua Ptex Shader Alpha 5
10.7 MB
Texture
Compiled / Description
14.05.2011

Ptex Shader provides rendering support of Ptex files in Max with mental ray.
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Itoo Software Forest Texture v3.4.1
12.2 MB
Material / Texture
Compiled / Description
30.01.2011

This is a material and texture shader for use with the Forest Pack Lite plugin from Itoo Software.
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Stefan Minning minObjectID v2.0
95.9 KB
Material / Texture
Compiled / Description
24.01.2011

This simple shader assigns each object in a scene a distinct, randomly selected color, the so called Object ID.

The Include file for Max can be downloaded here.
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Author / WWW Name / Download Shader Type
Nanhua NSLib_Particle_Age v1.0
809 KB
Texture
Compiled / Description
10.10.2010

NSLib_Particle_Age is a particle texture shader.
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Nanhua NSLib_Particle_PTex v1.0
809 KB
Texture
Compiled / Description
10.10.2010

NSLib_Particle_PTex is a particle texture shader which provides per-particle texture mapping (not to be confused with per-face texture mapping).
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Alan Jones inciDents v1.0
363 KB
Texture
Compiled / Description
16.04.2010

This is a basic incidence shader (similar to the Falloff map in Max) which works with displacement.
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Author / WWW Name / Download Shader Type
Alan Jones Thickness v1.0
363 KB
Texture
Compiled / Description
16.04.2010

This shader returns the thickness of objects. It correctly handles intersections when used to create thickness passes.
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Holger Schönberger BA_color_raylength v24.02
3.10 MB
Texture
Compiled / Description
15.09.2009

This shader returns different types of Raylengths. Rays can be 'blurred' and they are able to ignore transparent surfaces. It has a number of different uses:
Total Raylength - The total ray length from the camera to the surface, including reflections and refractions. Use it to control a value that is affected by the distance to the camera like fake depth blur or fading objects to black.
Last Raylength - Returns the raylength from the last intersection to the current intersection
Next Raylength - Transparency - Returns the thickness of an object. Can be used to fake something like the constant density volume shader.
Next Raylength - Reflection - Returns the distance for the reflection. You can use this to fade reflections depending on the distance in rendertree or compositing.
Next Raylength - Normal (Occlusion) - Same as every ambient occlusion shader, BUT this shader is able to ignore transparency
Next Raylength - Inverted Normal (Edges) - Returns the edges of an objects

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