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131 records match your query.
Displaying 10 entries per page.
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Author / WWW | Name / Download | Shader Type |
Pavel Ledin | P_environment v3.4 beta 8 5.17 MB |
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14.06.2014 A shader for computing environment reflection or ambient light from environment for Baked Occlusion. 32-bit: No 64-bit: Yes |
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Pavel Ledin | P_scatter_wrap v3.4 beta 8 5.17 MB |
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14.06.2014 A shader for faking a scattering effect based on object thickness and additional wrap effect. The shader returns a float. 32-bit: No 64-bit: Yes |
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Mankua | Ptex Shader Alpha 5 10.7 MB |
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14.05.2011 Ptex Shader provides rendering support of Ptex files in Max with mental ray. 32-bit: Yes 64-bit: Yes |
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Itoo Software | Forest Texture v3.4.1 12.2 MB |
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30.01.2011 This is a material and texture shader for use with the Forest Pack Lite plugin from Itoo Software. 32-bit: Yes 64-bit: Yes |
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Stefan Minning | minObjectID v2.0 95.9 KB |
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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. 32-bit: Yes 64-bit: Yes |
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Nanhua | NSLib_Particle_Age v1.0 809 KB |
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10.10.2010 NSLib_Particle_Age is a particle texture shader. 32-bit: Yes 64-bit: Yes |
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Nanhua | NSLib_Particle_PTex v1.0 809 KB |
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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). 32-bit: Yes 64-bit: Yes |
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Alan Jones | inciDents v1.0 363 KB |
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16.04.2010 This is a basic incidence shader (similar to the Falloff map in Max) which works with displacement. 32-bit: Yes 64-bit: Yes |
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Alan Jones | Thickness v1.0 363 KB |
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16.04.2010 This shader returns the thickness of objects. It correctly handles intersections when used to create thickness passes. 32-bit: Yes 64-bit: Yes |
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Author / WWW | Name / Download | Shader Type |
Holger Schönberger | BA_color_raylength v24.02 3.10 MB |
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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 |