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Author / WWW | Name / Download | Plugin Type |
BlurBeta | SuperNoise v2.01 7.06 MB |
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18.01.2008 Over the top noise texture map - everything's mappable and has perturbation. |
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BlurBeta | Utility Material v2.07 7.06 MB |
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18.01.2008 Allows you to set material requirements, such as rendering reflections of objects without rendering the objects themselves, etc. |
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Author / WWW | Name / Download | Plugin Type |
BlurBeta | WaterCell v1.04 7.06 MB |
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18.01.2008 Cellular-based watercolor splatter. |
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Author / WWW | Name / Download | Plugin Type |
BlurBeta | WaterWash v1.02 7.06 MB |
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18.01.2008 Creates watercolor washes. |
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Author / WWW | Name / Download | Plugin Type |
BlurBeta | WireTex v1.02 7.06 MB |
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18.01.2008 Paints the objects mesh as a map. |
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Author / WWW | Name / Download | Plugin Type |
BlurBeta | ToonAsisstant v1.01 7.06 MB |
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18.01.2008 A material that helps set up and convert Ink'n'Paint materials. |
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Author / WWW | Name / Download | Plugin Type |
BlurBeta | WaterWash2D v1.02 7.06 MB |
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18.01.2008 The WaterWash material for creating watercolor washes implemented as a 2D map. |
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Potion Studios | Perlin Noise Texture Map v0.1 291 KB |
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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. |
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Author / WWW | Name / Download | Plugin Type |
Rob Galanakis | electricSkin Shader v1.0 12 MB |
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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. |
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Author / WWW | Name / Download | Plugin Type |
Andres Carrera | oFusion Material v1.8.6 7.59 MB |
Material |
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06.08.2007 The new Ogre Material type is a very advanced, natively implemented Max material. It gives the user total control over the material settings and attributes, implementing 100% of the OGRE (Object-oriented Graphics Rendering Engine) engine material specifications. It is implemented in a very friendly way, and will work side-by-side with a Max material, using this material as a child material for the Max viewports and the Max renderer, while the root ogre material is used for the ogre viewport and for the export process. The child Max material, if any, can be evaluated, resulting in its properties being updated in the parent material, and any submaterial needed created. |