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Author / WWW | Name / Download | Plugin Type |
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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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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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. |
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Rob Galanakis | Parallax Occlusion Mapping Shader v1.0 16.8 KB |
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06.05.2007 This is a version of the ATI Toy Shop POM viewport shader converted to work in Max. |
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Rob Galanakis | Eyes Shader v1.0 7.48 MB |
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06.05.2007 The eye shader is designed around two philosophies seemingly at odds: visual fidelity and variation with low overhead. The same eye shader and set of textures provides 4 eye 'types' with an infinite number of colors. Adding a single 256x256 RGBA texture provides a whole new set of 4 eye types. So instead of having 10 eye textures for 100 characters and having repeating eyes, the same 10 textures can produce 40 100% unique eyes, and the rest of them with 100% unique eye colours. |
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Rob Galanakis | electricSkin Shader v1.0 12 MB |
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16.09.2007 This viewport shader is really many iterations on the same idea, of interesting ways to animate textures just with UV's and combine a variety of 'self-illumination' techniques, always keeping in mind texture space and memory by using every single channel to its fullest. |
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Author / WWW | Name / Download | Plugin Type |
Rob Galanakis | Metal Shader v1.0 7.92 MB |
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06.05.2007 The metal viewport shader simulates reflective metals. It has a 24-bit specular map, dual specular highlights (one tight and saturated, one broad and duller) and a mask for reflection (shinier areas get non-blurry reflections). Despite the number of maps required, this is a relatively cheap shader. |
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Author / WWW | Name / Download | Plugin Type |
Rob Galanakis | UberShader v1.0 9.35 KB |
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17.02.2008 This is a DirectX version of a viewport uber-shader using most of Rob's common functions. Jack of all trades, master of none, it includes normal, offset, parallax occlusion mapping and most/all of the algorithms found on his Functions page. |
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Author / WWW | Name / Download | Plugin Type |
The Klein Bottling Company | Chameleon v1.21 68.7 MB |
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13.10.2006 Chameleon is a Max material type that appears as a special Multi/Sub-Object material in the Material Editor. It works by basing where individual textures are placed on user defined gizmos in your scene. Chameleon will have you animating textures in ways that you never thought possible. It works as a combination Max helper gizmo and MultiSubObject material/map types, allowing the user to place multiple textures based on the position and orientation of selected gizmos. These gizmos can be rectangular, cylindrical or spherical in shape, and you can add as many as you like and in any combination to achieve great results. |