Shaders




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10 items.

Artistic Shaders Set

Rendering / Shader

by MatrixNAN profile

Skin Shader, Chrome, Multiple Metal Shader Configurations, Eye Ball Shader, Sky Shader, Landscape Shader, etc.

Some shaders are built to be work particularly with ZBrush other shaders are built not to work with ZBrush.

Version 1 / 1 (2006-11-03 22:47:34 EST) 2922 downloads

divergence-free noise POP

Effects / Shader

by ivan profile

an implementation of divergence-free noise as descibed in the rejected siggraph paper: http://martian-labs.com/martiantoolz/files/DFnoiseR.pdf

Version 1 / 1 (2007-06-30 18:46:09 EDT) 2123 downloads

ZBrush: Displacement and Surface

Modeling / Shader

by Leo-oo- profile

A shader for ZBrush-displacement-maps and a shader for the surface with bumpchannel.

Includes an OTL with the ZBrush-displacement-shader for Houdini 9.

Version 2 / 2 (2007-11-25 06:37:15 EST) 1591 downloads

AXIS SSS

Rendering / Shader

by Serg profile

change list: - Almost everything

Sampling: -Area Lights (including Environment Lights) need their samples to be quite low, (usually 4 or something like that) because the shader samples light multiple times anyway... so you may need light rig duplicates and light masks to render non-sss shaders at the same time.

The result is absolutely meant to be viewed at 2.2 gamma!!

Version 5 / 5 (2009-10-17 12:23:16 EDT) 1031 downloads

Apprentice

RSMB Motion Vectors (now with H11 support)

Rendering / Shader

by xtimmyx profile

*Updated to work in H11*

Motion Vector Shader for use with ReelSmart Motion Blur compatible compositing software. I have not tried this one very much but as far as I can tell it seems to work.

Usage:

#Apply RSMB_MV shader to desired objects.

#The Threshold value can be adjusted to get the proper range of the vectors. (The default of 0 will not produce any vectors).

#Add the "Allow Image Motion Blur" (vm_imageblur) parameter to your render node and uncheck it.

#Enable motion blur.

#Render unpremultiplied (Pixel filter: minmax min).

Version 3 / 3 (2011-11-25 00:58:17 EST) 351 downloads

Car Paint Shader

Rendering / Shader

by MADjestic profile

Hi, folks

Here’s my humble attempt to create the CarPaint shader with optional flakes. I’ll give a short description of some shader params to get you started, but before that I really should mention

Mario Marengo, Jason Iverson, Stu and Jordan

–this work really wouldn’t be possible without these great odforce guys (could I miss somebody? – sorry in advance for that).

Let’s get rolling:

Flakes Tab:

M – this param denotes flakes distribution

Flakes Normal Angle Scope – normally should be left at 360 degrees. Experiment if you will Flakes AmplitudeRoughness are self-explanatory, I hope.

Flakes Level – allows substracting/adding a constant number to flake’s brightness (amplitude).

Flakes Distribution Multiplier – this multiplies the M param.

Uv driven flakes toggle – this can changed theflakes normal to be driven by P if untoggled – experiment if you like.

Attenuation Distance – controls the distance from the cam at which flakes are visible – usel this to fight probable noise aliasing at some distance to dim down the flakes.

Sample Area Colors toggle – use this if you want the flakes to reflect the color of the surrounding (normally they reflect uncolored light).

Color multiplier – usually flakes look dimmer if Sample Area Color is used – use this to make flakes’ color more pronounced.

Primary/Secondary Specular -Again I hope these do not need explanation as this is normal of any car paint shader.

Reflection Tab

-Most params are self explanatory. Use Simple Reflection Model toggle if you wish to disable most params in favor of speed and less complex reflection model.

Bump Map

-use this to add some non-linearity to the inner paint surface structure.

Enjoy.

PS. This is true for v.045 shader version PPS. Anybody willing to further explore the shader background can address this paper – http://www.mpi-sb.mpg.de/~guenther/carpaint/carpaint.pdf PPPS. And, of course don’t hesitate to visit these links for more details: http://forums.odforce.net/index.php?showtopic=4408&st=36 http://pixel-samurai.blogspot.com/

Version 1 / 1 (2006-11-21 19:33:24 EST) 2839 downloads

Texture Stamp

Rendering / Shader

by craig profile

Plasters a texture map onto a surface with constant shading, but taking the alpha channel (if any) of the texture into account. Where the alpha channel is zero, the texture does not appear.

Version 1 / 1 (2004-10-15 18:26:53 EST) 3656 downloads

VEX Lit Fog

General / Shader

by old school profile

Added a light mask to the default VEX Lit Fog shader. If you already have lit fog shaders in your scene, loading in this asset will override the default lit fog shaders. The added Light Mask parameter allows you specify which lights will have visible light in the scene.

Version 1 / 1 (2005-02-11 11:00:48 EST) 2858 downloads

spiral surface shader

General / Shader

by b.fx profile

here is a bundle with a vec builder version that allow to use the spiral from a VOP network and use it in a displacement or a surface context. I add a hip file to show how it works.

francois

Version 4 / 4 (2007-11-19 17:38:18 EST) 965 downloads

Renderman soap bubble

Rendering / Shader

by katisss profile

a simple reflection mapped soap bubble. There is a gamma control for env map now. To compile you need to add noises.h from http://www.larrygritz.com/arman/materials.htm or http://smartcg.com/tech/cg/books/RfB/download/contents/Ch08_Shading/Fig_8.1/noises.h

Version 1 / 1 (2011-05-14 21:38:48 EDT) 193 downloads