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Author / WWW | Name / Download | Plugin Type |
Peter Watje | Noise 2D v1.1b 49.2 KB |
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08.05.2007 The same as the Noise that ships with Max, except that it is implemented as a 2D map instead of a 3D map, allowing you to see the noise in the viewports. |
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Peter Watje | Wave 2D v1.0b 43.3 KB |
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08.05.2007 A sine wave material generator that allows you to create linear and radial waves. |
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Peter Watje | Texture Map Blender v1.02 22.7 KB |
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14.05.2007 A simple additive blender. It just adds the color or bump for each entry based on the mask and the amount value. |
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Peter Watje | Object Texture v1.01a 51.8 KB |
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14.05.2007 This texture generates a height/normal map from an object in the scene. It is useful for turning geometry in the scene into a bump map without having to render out a height map file or drawing it in a paint package. |
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Peter Watje | Particle Paint v1.2 41.9 KB |
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11.05.2007 This material turns a particle system into a spray can. |
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Peter Watje | 3D Painter Prototype v1.02 81.1 KB |
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15.05.2007 This is a 3D Painter that lets you paint into a bitmap or vertex colors. The bitmap painter is implemented as a material while the vertex painter is implemented as modifier. Other than that they both have the same painter tools and behave the same way. |
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Philip Palmer | Stereoscopy Shader v1.0 43.2 KB |
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11.05.2010 This DirectX Shader (FX) file performs stereoscopic rendering in the Max viewport. It provides the following 3D output formats: - Anaglyph (coloured glasses) - Interlaced (eg. Zalman) - Checkerboard (eg. DLP) - Anaglyph-checkerboard (coloured glasses) |
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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 | skinHero Shader v1.0 3.3 MB |
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06.05.2007 The skinHero viewport shader is designed for human skin, specifically the face, and replicates the unique properties of rim lighting, sub-surface scattering, and pore-level detail. Despite its visual fidelity, the shader is cheap (50 pixel shader instructions only), and uses less texture memory than a traditional normal-mapping shader with three 24-bit maps. |
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Author / WWW | Name / Download | Plugin Type |
Rob Galanakis | Velvet Shader v1.0 3.89 MB |
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06.05.2007 The velvet viewport shader simulates the rim/fresnel lighting effect and softened specular highlights of cloth like velvet. It uses a micro-normal and micro-specular map, meaning that fiber-level detail should be left out of the normal map. The specular level (normal alpha) can be multiplied by a color to produce a colored specular highlight, which is very important for the rim lighting on certain materials. |