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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 |
Material |
Compiled / Description | ||
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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Itoo Software | ColorEdge v1.03 482 KB |
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Compiled / Description | ||
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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John Burnett | Backlight v11.14.2001 26.4 KB |
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25.01.2004 This is a simple texture that adds light to the front of a face based on the light hitting the back of it. It's good for simple 'paper thin' translucency. |
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John Burnett | Matte/Shadow 2 v7.14.2000 17.2 KB |
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25.01.2004 Updates the standard Matte/Shadow material to support double-sided rendering and displacement mapping. |
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John Burnett | UVW to RGB v4.01.2001 32.8 KB |
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25.01.2004 Uses UVW channels to shade the surface of an object. Useful for viewing how the UV mapping flows along a surface. |
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John Burnett | InfoTexture v1.19.2004 74.7 KB |
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25.01.2004 Shade the surface according to various surface properties. Intended to be used to render passes of a scene that will later be used in a compositing program or post-process script. |
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John Burnett | Warp Texture v2004.02.23 54.3 KB |
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23.02.2004 WarpTexture distorts one texture with another texture. Each RGB component of the warp texture will distort the corresponding UVW/XYZ value of the Target texture (ie. the warp red will push the Target texture along U/X). |
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Jordi Pujalte Abraham | LightQuant v1.0 153 KB |
Material |
Compiled / Description | ||
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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Laszlo Szebo / Martin Breidt | Chroma Texture v0.1 21 KB |
Material |
Compiled / Description | ||
04.03.2004 Chroma.dlt is a new texture map for Max that allows you to create a rough chromakey from any other map. The chromakey mask can be used inside the viewport and at render-time. Its main targeted use is for previewing blue-/greenscreen composites inside Max. This can be useful for projects with set extensions, for example, since you directly see the image composition inside your viewport. The chromakey is calculated on the fly, so you can use any image/image sequence without having to pre-calculate a key with a compositing software. |