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HABWare | IBitmap v4.0 42.2 KB |
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10.03.2001 An extension of the Bitmap texture plugin which properly handles interlaced images with field-rendering. |
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John Burnett | InfoTexture v1.19.2004 74.1 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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Michael Bailey | InterBlinn v1.0 20.6 KB |
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18.12.2001 The algorithm for this shader came from the book Graphics Gems II. It has been modified to incorporate the Blinn style of shading rather than Phong. It expands on the normal Blinn shader by providing two new variables, Tension and Bias. This shader provides a continuous 'bridge' between Flat shading and Blinn shading, allowing you to vary the 'Blinn-ness' and 'Faceted-ness'. With settings of Tension = 0.0 and Bias = 1.0, the shader is equivalent to Blinn shading. With settings of Tension = 1.0 and Bias = 1.0, the shader is equivalent to Flat shading. In addition to this, by setting Tension < 0.0 each face is rounded more than in Blinn shading resulting in a surface with each face bumping outwards. With Tension > 1.0 each face is rounded more inwards, resulting in a surface with each face bumping inwards. |
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Alex Saenko | Landscape Material v1.0 153 KB |
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14.06.2001 The Landscape Material is intended for quick texturing of lansdscapes. It can assign anything from 2 to 10 different materials between the top and bottom portions of an object. |
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Jordi Pujalte Abraham | LightQuant v1.0 153 KB |
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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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BlurBeta | Linear v1.02 16.6 KB |
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10.01.2001 A specialised 3D gradient. |
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BlurBeta | Maelstrom Map v1.02 29.2 KB |
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10.01.2001 A whirlpool texture map, like water running down a drain. |
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John Burnett | Matte/Shadow 2 v7.14.2000 16.5 KB |
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14.11.2001 Updates the standard Matte/Shadow material to support double-sided rendering and displacement mapping. |
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Brendan Duncan | MAXShade v0.0.3 390 KB |
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12.04.2004 MAXShade is a scripting language much like MAXScript. But while MAXScript is designed for writing tools, MAXShade is designed for writing shaders. A shader is an element of a renderer. In Max, materials, textures, video post filters, render effect filters, lights, and atmospherics can all be considered shaders. With MAXShade, you can use a simple scripting language to write new materials, textures, and render effect filters quickly and efficiently. You won't need to lean C++, Windows API, or the Max SDK to add new materials, textures, or filters to Max. Shaders are much more compact than C++ plugins; a simple shader requiring 30 lines of code in MAXShade, may require 3000 lines of code to produce the same results in C++. This means you can quickly prototype your ideas with MAXShade, and see your results instantly. The shading language is, for the most part, compatible with the RenderMan Shading Language. This means that not only can you write your own shaders from scratch, you can also make use of the many RenderMan shaders available from its years of use in film production. |
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Author / WWW | Name / Download | Plugin Type |
Discreet | Membrane Shader v1.0 3.35 MB |
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26.01.2001 This plugin illustrates the ability to create texture types in Max 4 that utilize hardware pixel and/or vertex shader acceleration to create non-traditional real-time shading effects. It is a direct utilization of the membrane shader found in the NVIDIA shader browser. |