Materials gallery material

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  • An aged metal material where the displacement drives the color shifts.
  • An aluminum metal material with ray traced or environment mapped reflections.
  • A constant material where the density value of the volume drives the color ramp.
  • A reflective refractive material for liquids using ray tracing.
  • A diffuse material designed specifically for volume objects.
  • This is an all purpose basic plastic material with a choice of specular functions.
  • An beatup metal material where the displacement drives the color shifts.
  • A billowy diffuse material designed specifically for volume objects.
  • A basic material simulating blue veined marble. Uses displacement to drive the color.
  • Rolled brass metal material with ray traced or environment mapped reflections.
  • This is a brick patterned material. The displacement drives the color.
  • A brushed steel material with ray traced or environment mapped reflections.
  • A bumpy reflective refractive material using ray tracing.
  • A basic displaced material similar to burlap cloth.
  • This is a basic material with checked color map.
  • This is a basic material with procedurally generated checks.
  • A chrome material with ray traced or environment mapped reflections.
  • A creme marble material with cloud patterned veining. Uses displacement to drive the color.
  • This is basic diffuse material without specular.
  • A pale lavender granite material with dense creme, pale green and cobalt blue accents. The displacement value is used to choose the colors.
  • A basic material for a procedural concrete. The displacement drives the color.
  • This is a constant material with optional maps for color and opacity.
  • A diffuse unlit material designed specifically for volume objects.
  • A rolled copper metal material with ray traced or environment mapped reflections.
  • A transparent material with speculars for the cornea and the scelra.
  • A pale creme granite material with white, gray and black accents. This material uses the displacement value to drive the color choices.
  • This is a basic diffuse material with a little bump to resemble an eggshell.
  • A constant material with color ramps or color maps or environment maps to be used on a box surrounding the scene to ray trace against.
  • This is an basic plastic material with two types of displacement shaders.
  • A constant material with displacement using normal falloff to simulate flames.
  • A constant material where the density value of the volume drives the color ramp.
  • A reflective refractive material using ray tracing.
  • A basic material with a procedural checked pattern similar to gingham cloth.
  • A reflective refractive material using ray tracing.
  • This is a constant material, which represents the angle between the camera and the surface normal.
  • A polished gold metal material with ray traced or environment mapped reflections.
  • A basic dark granite material with pale blue accents, which uses the displacement value to choose the color.
  • This is a basic material with translucency. The translucency and opacity are driven by the procedural displacement.
  • This is a diffuse material with a procedurally generated grid.
  • A basic material for fur or hair.
  • A reflective refractive material using ray tracing.
  • Simulates molten lava with embedded crust rock. The lava is a constant material using displacement to select colors. The crust uses a Lambert lighting model.
  • This is a basic material with translucency. The translucency and opacity are driven by the procedural displacement.
  • This is the translucent material with the color, translucency, opacity and displacement maps all defined.
  • A basic material for simulating marble. Uses displacement to drive the color.
  • A warm terracotta granite material with soft brown, black and teal accents. This material uses the displacement value to drive the color choice.
  • This is a basic material which uses displacement to drive the color.
  • This is material simulates a plastic surface with a choice of specular functions.
  • This material looks like a red carnation when used on a sphere. Uses displacement to drive the color.
  • A reflective material with ray traced or environment mapped reflections.
  • A reflective material with ray traced or environment mapped reflections and displacement using noise and/or mapping.
  • A fibrous, braided rope material.
  • A basic material using the displacement to drive the color of a creme stone with sparse rose and sienna veining.
  • A rusty metal material where the displacement drives the color shifts.
  • This is a basic material with anisotropic specular to simulate the look of satin.
  • This is a basic material with a procedurally generated wire grid.
  • This is an basic material with a displacement to simulate foam.
  • Implements a shadowmatte shader that occludes geometry behind the surface being rendered.
  • This is a constant material showing the value of the surface normal's x y z directions in a red, green, blue color.
  • This is a constant material showing the value of the shading point's x y z values in a red, green, blue color.
  • This is a constant material showing the value of the surface tangent's x y z directions in a red, green, blue color.
  • This is a constant material used to verify an objects texture coordinates.
  • A polished silver metal material with ray traced or environment mapped reflections.
  • This is an basic material with a choice or blend of displacement shaders.
  • This is a subsurface scattering material for translucent liquids. This material requires a point cloud.
  • This is a simple inexpensive skin material for use on non-hero models.
  • This is a skin material with a superior subsurface scattering calculation, which requires a point cloud, for use on hero models.
  • A material suitable for using particles to render smoke or fog.
  • A basic material for a stucco look. Uses displacement to drive the color.
  • A basic material with a silly procedural pattern and a woven yarn displacement.
  • A material for controlling the color fur or hair based on a texture map.
  • This is a basic material with translucency, where the color, translucency and opacity can all be defined with maps.
  • This is basic diffuse material, no specular, with a map of colored and numbered squares.
  • A diffuse material designed specifically for volume objects.
  • This is a subsurface scattering material for translucent waxy surfaces. This material requires a point cloud.
  • This is a basic material with a procedurally generated wire grid.
  • A wispy diffuse material designed specifically for volume objects.
  • This is a basic material which uses a wood patterned displacement to drive the color.