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Cuneyt Ozdas | Color Correct v3.4.86.5 382 KB |
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31.10.2007 Color Correct is a map type that lets you change the colors of a map by using image processing techniques. |
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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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Image Space Inc. | gMotor 2 Material v2.35 5.13 MB |
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14.08.2006 The gMotor 2 Material (gMat) is the basic material assigned to every gMotor 2 primitive (triangle strip or triangle list) and is needed when creating models for gMotor 2.0 applications such as the racing simulation rFactor. It supports DirectX Shader Model 1.0 and 2.0, as well as Fixed Function Pixel processing. Each gMat has its own Ambient, Diffuse, and Specular reflectivity colors, as well as a lighting-independent Emissive color for self-illumination effects. Each gMat also supports all alpha blend modes, with global translucency level in addition to any per-pixel translucency from individual texture maps. |
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Image Space Inc. | gMotor 2 Texture v2.35 5.13 MB |
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14.08.2006 The gMotor 2 Texture (gTex) is the basic texture assigned to each stage of a gMotor 2 Material and is needed when creating models for gMotor 2.0 applications such as the racing simulation rFactor. Each gTex as its own settings for MIP mapping, compression, animation, and so on. Supported texture formats are DDS, TGA, BMP, JPG, and PNG. |
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Christoph Kubisch | Vertex UVW Color Map v1.0 20.8 KB |
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28.01.2005 The 'Vertex UVW Color' 2D Map allows you to use all 99 UVW Channels as a source and also comes with an invert checkbox. It also includes a macroscript that lets you copy one UVW Channel to another, and also from or to Vertex Color / Illumination / Alpha. The main idea behind these tools was to be able to use Vertex Alpha and more Vertex Colors as blend controllers in the material editor. |
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Next Limit | RealFlow Melt Material v1.6 450 KB |
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22.10.2004 A plugin that combines different materials and textures in the same RealFlow mesh. For use with RealFlow 3. |
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Jordi Pujalte Abraham | LightQuant v1.0 153 KB |
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19.05.2004 Light Quantizer (LightQuant) is a plugin designed to overcome some of the shortcomings of the Ink'n'Paint shader. The main problem with Ink'n'Paint is that it doesn't care about the color of the light, nor does it take into account overloaded lights. LightQuant addresses this problem and also gives you a number of other options to control the cel shading of your objects. |
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d00 | Paint Ball v1.0 32 KB |
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12.05.2004 Paint Ball is a material that gives your models a hand painted look using textures. |
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Brendan Duncan | MAXShade v0.0.3 390 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 lean 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. |