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Shader nodes

Shader nodes implement material looks that you can apply to geometry.

Nodes

A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and property shaders.
SHOP node allowing configuration of a DTS material.
Implements a generic displacement shader.
Implements a generic fog shader.
Implements a generic interior fog shader.
Implements a generic light shader.
Implements a generic output shader.
Implements a generic shadow shader.
Implements a generic surface shader.
Replaces the object with the contents of a file at render time.
Creates a set of hair-like curves across a surface at render time.
Runs an HScript for each point on the object’s geometry and instances the geometry output by the script at that point.
Generates an iso-surface from a 3D texture image (.i3d) file.
Replaces object’s geometry with a volume primitive read from a 3D texture (.i3d) file.
Polygonizes metaballs found in this object or another object.
Runs an external program to generate geometry at render time.
Renders points as sprites, small textures that are always normal to the camera.
Attach its properties to any objects that have the shader assigned.
Select which shop to use for rendering based on valid render types and expressions.
The Sub-net shop is essentially a way of creating a macro to represent a collection of shops as a…
Switch shops based on a single expression.
This surface shader uses a 3D texture image to generate clouds.
This fog shader uses a 3D texture image to generate clouds.
ASAD Light - All Singing And Dancing Light Shader This shader simulates a point or cone light source.
Ambient Light Source.
An attenuated light source.
An attenuated cone light source.
The blurshadow shader generates soft shadows by sending out multiple shadow rays.
This surface implements anisotropic shading based on the lighting model by Greg Ward which can be…
This displacement shader simulates rough cloth like burlap Texture coordinates (or the surface pa…
This shader colors like a cartoon.
This shader gives the appearance of choppy waves.
The clay shader uses the Oren-Nayar diffuse lighting model to simulate very rough surfaces.
This shader will constant shade a surface.
This displacement shader simulates corrugated material (like cardboard or metal.
This surface shader generates a plastic surface which has a texture map modulating the diffuse at…
This shader will displace the surface geometry based on the luminance of the texture map.
Simulates a distant attenuated light source.
This shader is used by the i3dgen program (or the 3D Texture output driver) to generate a 3D texture map.
This shader generates creates a dented surface The rest position attribute is used if it exists.
This shader will generate gingham checks (like a gingham tablecloth).
The glass shader simulates a transparent, refractive surface.
This light source can be used to add some global illumination effects.
This shader is based on the illumination model presented in 'Fake Fur Rendering', Siggraph Proceedings 1997.
This shader gives the appearance of crinkled up paper which has been un-folded.
This fog shader computes lit fog by marching a ray from the eye to the surface being shaded.
The matte shader will occlude geometry behind the surface being rendered, however, the output ima…
This shader is used by the i3dgen program (or the 3D Texture output driver) to generate a 3D texture map.
Simulates a reflective metallic surface.
This shader is used to represent an Open GL material.
A matte photon surface.
This shader is a basic photon shader for constant colored surfaces.
Simulates a plastic surface.
A point light source.
This shader generates polka dots.
This shader gives the appearance of a dried up riverbed.
The rayshadow shader generates shadows based on one of four different techniques.
The shadowmatte shader generates an alpha image that stores screen-space shadow information for later compositing.
This non-photorealistic shader shades the surface facing away from the light, allowing detail to be seen in shadows. It also has a contrast control which allows for a soft transition between full light and shadow, creating a cartoon like effect.
Phong, Blinn or Cook shading models use all three aspects of the material: ambient, diffuse and specular color.
This generates uniform fog.
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.
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.
Simulates light streaming through a window.
This fog shader computes the coverage based on an ease-in ease-out curve between the near and far clipping planes.
A fast volumetric light shader.