Shader nodes implement material looks that you can apply to geometry.
Nodes
| Fur Density Map | ||
| Fur Style | ||
| GLSL Normal Map | This shader is used to render a bump mapped surface. | |
| GLSL Tangent Space Normal Map | This shader is used to render a bump mapped surface. | |
| Generic Displacement | Implements a generic displacement shader. | |
| Generic Fog | Implements a generic fog shader. | |
| Generic Interior | Implements a generic interior fog shader. | |
| Generic Light | Implements a generic light shader. | |
| Generic Output | Implements a generic output shader. | |
| Generic Shadow | Implements a generic shadow shader. | |
| Generic Surface | Implements a generic surface shader. | |
| Mantra: Delayed Load | Replaces the object with the contents of a file at render time. | |
| Mantra: Fur Procedural | Creates a set of hair-like curves across a surface at render time. | |
| Mantra: HScript Procedural | Runs an HScript for each point on the object’s geometry and instances the geometry output by the script at that point. | |
| Mantra: Image3D Procedural | Generates an iso-surface from a 3D texture image (.i3d) file. | |
| Mantra: Image3D Volume Procedural | Replaces object’s geometry with a volume primitive read from a 3D texture (.i3d) file. | |
| Mantra: Program Procedural | Runs an external program to generate geometry at render time. | |
| Mantra: Sprite Procedural | Renders points as sprites, small textures that are always normal to the camera. | |
| Mantra: VEX Volume Procedural | Render a volume from fields created by a CVEX shader. | |
| Merge Co-Shader | Merge multiple co-shaders for output. | |
| Output Shaders | Collects shaders for output. | |
| Point Instance Procedural | The underlying procedural when using Fast Point Instancing with the instance render parameters. | |
| Properties | Attach its properties to any objects that have the shader assigned. | |
| Pyro 2 | Flexible, production-quality fire and smoke shader. | |
| RSL ri_bumpy | Pixar’s prman factory shader | |
| RSL ri_carpet | Pixar’s prman factory shader | |
| RSL ri_cloth | Pixar’s prman factory shader | |
| RSL ri_cmarble | Pixar’s prman factory shader | |
| RSL ri_constant | Pixar’s prman factory shader | |
| RSL ri_delayedreadarchive | Pixar’s prman factory shader | |
| RSL ri_depthcue | Pixar’s prman factory shader | |
| RSL ri_diaknurl | Pixar’s prman factory shader | |
| RSL ri_distantlight | Pixar’s prman factory shader | |
| RSL ri_dynamicload | Pixar’s prman factory shader | |
| RSL ri_fog | Pixar’s prman factory shader | |
| RSL ri_glass | Pixar’s prman factory shader | |
| RSL ri_glassbal | Pixar’s prman factory shader | |
| RSL ri_lightlight | Pixar’s prman factory shader | |
| RSL ri_matte | Pixar’s prman factory shader | |
| RSL ri_metal | Pixar’s prman factory shader | |
| RSL ri_paintplastic | Pixar’s prman factory shader | |
| RSL ri_plastic | Pixar’s prman factory shader | |
| RSL ri_pointnofallofflight | Pixar’s prman factory shader | |
| RSL ri_rmarble | Pixar’s prman factory shader | |
| RSL ri_rsmetal | Pixar’s prman factory shader | |
| RSL ri_runprogram | Pixar’s prman factory shader | |
| RSL ri_shadowdistantlight | Pixar’s prman factory shader | |
| RSL ri_shadowpointlight | Pixar’s prman factory shader | |
| RSL ri_shadowspotlight | Pixar’s prman factory shader | |
| RSL ri_shinymetal | Pixar’s prman factory shader | |
| RSL ri_sinknurl | Pixar’s prman factory shader | |
| RSL ri_spatter | Pixar’s prman factory shader | |
| RSL ri_spotlight | Pixar’s prman factory shader | |
| RSL ri_stippled | Pixar’s prman factory shader | |
| RSL ri_stone | Pixar’s prman factory shader | |
| RSL ri_threads | Pixar’s prman factory shader | |
| Select | Select which shop to use for rendering based on valid render types and expressions. | |
| Subnetwork | The Subnet shop is essentially a way of creating a macro to represent a collection of shops as a... | |
| Switch | Switch shops based on a single expression. | |
| VEX 3D Texture Cloud | This surface shader uses a 3D texture image to generate clouds. | |
| VEX 3D Texture Fog | This fog shader uses a 3D texture image to generate clouds. | |
| VEX ASAD Light | ASAD Light - All Singing And Dancing Light Shader This shader simulates a point or cone light source. | |
| VEX Ambient | Ambient Light Source. | |
| VEX Attenuated Light | An attenuated light source. | |
| VEX Attenuated Spotlight | An attenuated cone light source. | |
| VEX Blur Shadow | The blur shadow shader generates soft shadows by sending out multiple shadow rays. | |
| VEX Brushed Aluminum | This surface implements anisotropic shading based on the lighting model by Greg Ward. | |
| VEX Burlap | This displacement shader simulates rough cloth like burlap Texture coordinates are used. | |
| VEX Cartoon | This shader colors like a cartoon. | |
| VEX Choppy Water | This shader gives the appearance of choppy waves. | |
| VEX Clay | The clay shader uses the Oren-Nayar diffuse lighting model to simulate very rough surfaces. | |
| VEX Collada Shader | The collada shader is used when importing collada files. | |
| VEX Constant | This shader will constant shade a surface. | |
| VEX Corrugated | This displacement shader simulates corrugated material (like cardboard or metal. | |
| VEX Decal | This surface shader generates a plastic surface which has a texture map modulating the diffuse at... | |
| VEX Displace Map | This shader will displace the surface geometry based on the luminance of the texture map. | |
| VEX Distant Light | Simulates a distant attenuated light source. | |
| VEX FBX Shader | The fbx shader is used when importing fbx files. | |
| VEX Fluffy Cloud | This shader is used by the i3dgen program (or the 3D Texture output driver) to generate a 3D texture map. | |
| VEX Fractal Dent | This shader generates creates a dented surface The rest position attribute is used if it exists. | |
| VEX Gingham Checks | This shader will generate gingham checks (like a gingham tablecloth). | |
| VEX Glass | The glass shader simulates a transparent, refractive surface. | |
| VEX Global Illumination | This light source can be used to add some global illumination effects. | |
| VEX Hair | This shader is based on the illumination model presented in 'Fake Fur Rendering', Siggraph Proceedings 1997. | |
| VEX Krinkle | This shader gives the appearance of crinkled up paper which has been unfolded. | |
| VEX Lit Fog | This fog shader computes lit fog by marching a ray from the eye to the surface being shaded. | |
| VEX Matte | Occludes geometry behind the surface being rendered. | |
| VEX Meta Cloud | This shader is used by the i3dgen program (or the 3D Texture output driver) to generate a 3D texture map. | |
| VEX Metal | Simulates a reflective metallic surface. | |
| VEX OpenGL Material | This shader is used to represent an Open GL material. | |
| VEX Path Tracer | The pathtracer shader is used by PBR rendering. | |
| VEX Photon Tracer | The photontracer shader is used to generate photon maps in mantra. | |
| VEX Plastic | Simulates a plastic surface. | |
| VEX Point Light | A point light source. | |
| VEX Polka Dots | This shader generates polka dots. | |
| VEX Riverbed | This shader gives the appearance of a dried up riverbed. | |
| VEX Shadow | The rayshadow shader generates shadows based on one of four different techniques. | |
| VEX Shadow Matte | The shadowmatte shader generates an alpha image that stores screen-space shadow information for later compositing. | |
| VEX Soft Toon | This non-photorealistic shader shades the surface facing away from the light, allowing detail to be seen in shadows. | |
| VEX Super Material | Phong, Blinn or Cook shading models use all three aspects of the material: ambient, diffuse and specular color. | |
| VEX Uniform Fog | This generates uniform fog. | |
| VEX Volume Cloud | This volume shader will shade volume objects as if they were fog. The density value will be used as the thickness of the fog at each point. | |
| VEX Volume Fire | This volume shader will shade volume objects as if they were flame. The density value will be used as a lookup into a color shading ramp, provided it lies within a certain range. | |
| VEX Window | Simulates light streaming through a window. | |
| VEX Z-Depth Fog | This fog shader computes the coverage based on an ease-in ease-out curve between the near and far clipping planes. | |
| VEX Z-Map Fog | A fast volumetric light shader. | |
| VOP CVEX | Container for a CVEX shader implementation. | |
| VOP RSL Displacement | Container for an RSL displacement shader implementation. | |
| VOP RSL Imager | Container for an RSL imager shader implementation. | |
| VOP RSL Light | Container for an RSL light shader implementation. | |
| VOP RSL Surface | A shader node containing a RenderMan surface shader VOP network. | |
| VOP RSL Volume | Container for an RSL volume shader implementation. | |
| VOP VEX Displacement | Container for a VEX displacement shader implementation. | |
| VOP VEX Fog | Container for a VEX fog shader implementation. | |
| VOP VEX Image3D | Container for a VEX image3d shader implementation. | |
| VOP VEX Light | Container for a VEX light shader implementation. | |
| VOP VEX Photon | Container for a VEX photon shader implementation. | |
| VOP VEX Shadow | Container for a VEX shadow shader implementation. | |
| VOP VEX Surface | A shader node containing a surface shader VOP network. | |
| mentalray mi_car_paint_phen | mentalray factory shader | |
| mentalray mi_dgs_material | mentalray factory shader | |
| mentalray mi_dgs_material_photon | mentalray factory shader | |
| mentalray mi_dielectric_material | mentalray factory shader | |
| mentalray mi_dielectric_material_photon | mentalray factory shader | |
| mentalray mi_metallic_paint | mentalray factory shader | |
| mentalray mi_parti_volume | mentalray factory shader | |
| mentalray mi_parti_volume_photon | mentalray factory shader | |
| mentalray mi_path_material | mentalray factory shader | |
| mentalray mib_amb_occlusion | mentalray factory shader | |
| mentalray mib_blackbody | mentalray factory shader | |
| mentalray mib_cie_d | mentalray factory shader | |
| mentalray mib_fg_occlusion | mentalray factory shader | |
| mentalray mib_geo_cone | mentalray factory shader | |
| mentalray mib_geo_cube | mentalray factory shader | |
| mentalray mib_geo_cylinder | mentalray factory shader | |
| mentalray mib_geo_sphere | mentalray factory shader | |
| mentalray mib_geo_square | mentalray factory shader | |
| mentalray mib_geo_torus | mentalray factory shader | |
| mentalray mib_glossy_reflection | mentalray factory shader | |
| mentalray mib_glossy_refraction | mentalray factory shader | |
| mentalray mib_illum_blinn | mentalray factory shader | |
| mentalray mib_illum_cooktorr | mentalray factory shader | |
| mentalray mib_illum_hair | mentalray factory shader | |
| mentalray mib_illum_lambert | mentalray factory shader | |
| mentalray mib_illum_phong | mentalray factory shader | |
| mentalray mib_illum_ward | mentalray factory shader | |
| mentalray mib_lens_clamp | mentalray factory shader | |
| mentalray mib_lens_stencil | mentalray factory shader | |
| mentalray mib_light_infinite | mentalray factory shader | |
| mentalray mib_light_photometric | mentalray factory shader | |
| mentalray mib_light_point | mentalray factory shader | |
| mentalray mib_light_spot | mentalray factory shader | |
| mentalray mib_twosided | mentalray factory shader | |
| mentalray mib_volume | mentalray factory shader | |
| mentalray misss_fast_shader | mentalray factory shader | |
| mentalray misss_physical | mentalray factory shader | |
| mentalray misss_physical_photon | mentalray factory shader | |
| mentalray misss_skin_specular | mentalray factory shader | |
| Material | A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and property shaders. | |
| Material shader builder | A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and property shaders for RenderMan. | |
| Material shader builder | A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and property shaders. |