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131 records match your query.
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Author / WWW Name / Download Shader Type
David Baker WireColor v1.1
92 KB
Texture
Compiled / Description
26.07.2008

When applied to a color swatch in Max, this texture automatically uses the viewport wire color of the object. Due to the fact that it makes use of user data from Max, it won't work in other DCC applications.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Shader Type
David Lanier DL3D_Toonshader v1.0
31 KB
Texture
Compiled / Description
13.06.2007

This is a simple toon shader.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Shader Type
David Lanier DL3D_XRay Texture v1.0
22.5 KB
Texture
Compiled / Description
13.06.2007

This is a transparency shader with falloff, which can be used to create materials which look like an X-Ray.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Shader Type
David Lanier DL3D_Cellular Texture v1.0
36.4 KB
Texture
Compiled / Description
13.06.2007

This is a fractal Worley noise shader (F2-F1).

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Shader Type
David Lanier DL3D_Wireframe Texture v1.0
27.7 KB
Texture
Compiled / Description
13.06.2007

This is a simple wireframe shader with 2 colors, one for the edge (wirecol) and one for the inside (facecol), and a control for the thickness of the edge.

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Shader Type
Francesca Luce ctrl_Colors v1.2
91.8 KB
Texture
Compiled / Description
03.07.2008

This is a very useful set of shaders for working with colors. It includes:
- color_balance
- color_correction
- color_compose
- color_keyer
- color_picker
- color_smoothranges
- color_math
- color_conversions

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Shader Type
Fredrik Brännbacka mad_physicalSky v1.1
16.4 KB
Texture
Compiled / Description
12.11.2006

This shader is based on the paper A Practical Analytic Model for Daylight presented at Siggraph 1999. It is for adding a physical sky environment to your scenes.

32-bit: Yes
64-bit: No
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Author / WWW Name / Download Shader Type
G. Mohan Whirly v1.0
139 KB
Texture
Compiled / Description
12.06.2003

Uses worley noise to produce a number of different textures. From bacteria to flowers, from ship hulls to rock formations and more! All produced by one shader with lots of control over everything.

The Include file for Max can be downloaded here.

32-bit: Yes
64-bit: No
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Author / WWW Name / Download Shader Type
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

32-bit: Yes
64-bit: Yes
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Author / WWW Name / Download Shader Type
Holger Schönberger BA_color_switcher v24.02
3.10 MB
Texture
Compiled / Description
15.09.2009

This shader has a number of uses:
Multiple Pass Colors - With this shader you can create the whole render tree for all passes. You won't lose transparency, bump or displacement. And you can share textures, colors and fractals between multiple passes. If you have a scene with reference models and all reference models have this pass setup, you can easily add a new reference model without placing the new object into the right passes. All models have this color switcher applied, you just create one override in the pass for the switch number of this shader.
Random Colors - If you have a lot of similar objects which should have a slightly different materials, then you can put the different inputs into this shader and enable ramdomize. E.g. useful to get variation in grid-textured feathers.
Framebuffers - You can render different inputs into different framebuffers. This can be useful if your scene render pre-processing takes a long time and you don't want this pre-processing for every render layer/pass.

32-bit: Yes
64-bit: Yes

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