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Mark Williams | Disperse/Refract v1.0 11.2 KB |
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08.06.2007 This texture plugin is for faking wavelength-dependent refraction without having to go to the effort of rendering your image in separate R/G/B passes and compositing. |
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Mark Williams | Graph v0.9 15.5 KB |
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08.06.2007 This texture plugin draws a graph of its input over time across texture space. Use it for polygraphs, seismographs, animated presentations, oscilloscopes, robots' mouths, and so on. |
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Mark Williams | Mosaic v1.0 12.7 KB |
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08.06.2007 This texture is for making mosaics or tiles with a jitter setting for making the tiling irregular and a hole setting for randomly removing tiles. |
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Mark Williams | Pen v1.1 250 KB |
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08.06.2007 This texture plugin allows one object to 'draw' on another. Useful for animations of pens, erasers, etc. |
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Mark Williams | Scratch v1.2 16 KB |
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08.06.2007 This texture plugin is for creating scratches and other subtle surface features for more photorealistic renders. It looks great when used as a bump map. |
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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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Yaei Ito | Blendmodes v0.070122 74.6 KB |
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22.01.2007 This map allows you to blend multiple texture maps together with different blend modes, similar to Photoshop layers. |
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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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Fabio Policarpo | Relief Mapping v1.8 1.82 MB |
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01.11.2006 This texture plugin implements the Relief Mapping technique for use in Max off-line renderings. It deliverers a high quality per-pixel displacement mapping solution only based on texture maps (no extra geometry is generated for the displacement). |
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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. |