Material Shader Presets

List of available Material Shader presets. Material phenomena are predefined combinations of shaders, usually designed to create complex rendering effects, that are packaged as single shader nodes. Connecting a material phenomenon to an object's material prevents the material from accepting any other shaders directly, though you can extend the phenomenonseffectbydrivingitsparameterswithothershaders.TheFastSubsurfaceScatteringandFastSkinshadersareexamplesofmaterialphenomena.'

 

See Shader Presets for a list of different shader preset types. Also see Alphabetical Listing of All Shader Presets for a complete list of available shaders.

Preset

Shaders

Material\Anisotropic.Preset

Anisotropic mental ray Shader.

See the Softimage.material-ward.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Blinn.Preset

Blinn mental ray Shader.

See the Softimage.material-blinn.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Constant.Preset

Constant mental ray Shader.

See the Softimage.material-constant.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Cooktorrance.Preset

Cook-Torrance mental ray Shader.

See the Softimage.material-cooktorr.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Flat_light.Preset

Flat Shading mental ray Shader.

See the Softimage.material-moviescreen.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Glossy_Reflection.Preset

mib Glossy Reflection mental ray Shader.

See the Softimage.mib_glossy_reflection.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Hair_Geo_Shading.Preset

sib_geo_hair_illum output parameter

See the Softimage.sib_geo_hair_illum.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Hair_Renderer.Preset

Hair Shading mental ray Shader.

See the Softimage.rh_renderer.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Anisotropic_shading.Preset

Ward Anisotropic Shading

See the Softimage.simple_aniward.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Anisotropic_uv_shading.Preset

mib Illum Ward mental ray Shader.

See the Softimage.mib_illum_ward.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Blinn_shading.Preset

Blinn Shading

See the Softimage.simple_blinn.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Cooktorrance_shading.Preset

Cook-Torrance Shading

See the Softimage.simple_cooktorr.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Flat_light_shading.Preset

Flat Light Shading

See the Softimage.sib_illum_moviescreen.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Lambert_shading.Preset

Lambert

See the Softimage.sib_illum_lambert.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Phong_shading.Preset

Phong Shading

See the Softimage.simple_phong.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Simple_Shadow.Preset

Shadow Basic

See the Softimage.sib_shadow_basic.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Strauss_shading.Preset

Strauss Shading

See the Softimage.simple_strauss.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Illumination\Translucent_shading.Preset

Transluscent Shading

See the Softimage.sib_illum_translucent.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Lambert.Preset

Lambert mental ray Shader.

See the Softimage.material-lambert.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Particle_ExplosionV2.Preset

Explosion V2 by Phoenix Tools

See the Softimage.ExplosionV2-mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Particle_FluidV2.Preset

Fluid V2 by Phoenix Tools

See the Softimage.FluidV2-mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Particle_FluidV2Obs.Preset

Fluid V2 by Phoenix Tools

See the Softimage.FluidV2Obs-mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Particle_Renderer.Preset

Particle Metashader mental ray Shader.

See the Softimage.pt_metashader.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Particle_blob.Preset

Blob - by Phoenix Tools

See the Softimage.blob-mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Particle_blowup.Preset

Blow Up - by Phoenix Tools

See the Softimage.blowup-mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Particle_hyperflow.Preset

HyperFlow - by Phoenix Tools

See the Softimage.hyperflow-mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Particle_sparks.Preset

Sparks - by Phoenix Tools

See the Softimage.sparks-mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Phong.Preset

Phong mental ray Shader.

See the Softimage.material-phong.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Raytracing\Dielectric.Preset

Dielectric

See the Softimage.sib_dielectric_ior.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Raytracing\Refraction_diffuse.Preset

Diffuse Refraction

See the Softimage.sib_diffuse_refraction_phen.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Shadow.Preset

Shadow Material mental ray Shader.

See the Softimage.sib_illum_shadowmaterial.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Sprite.Preset

sprite v2 output parameter

See the Softimage.sib_sprite.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Strauss.Preset

Strauss mental ray Shader.

See the Softimage.material-strauss.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Toon_Host.Preset

sitoon_host output parameter

See the Softimage.sitoon_host.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Toon_Paint.Preset

sitoon_paint output parameter

See the Softimage.sitoon_paint.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Toon_Paint_Ambient.Preset

sitoon_paint_ambient output parameter

See the Softimage.sitoon_paint_ambient.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Toon_Paint_Highlight.Preset

sitoon_paint_highlight output parameter

See the Softimage.sitoon_paint_highlight.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Toon_Paint_Rimlight.Preset

sitoon_paint_rimlight output parameter

See the Softimage.sitoon_paint_rimlight.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Toon_Paint_Rounded.Preset

sitoon_paint_rounded output parameter

See the Softimage.sitoon_paint_rounded.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\Toon_Paint_and_Host.Preset

sitoon_paint_and_host output parameter

See the Softimage.sitoon_paint_and_host.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\XSIAmbientOcclusion.Preset

XSIAmbientOcclusion output parameter

See the Softimage.XSIAmbientOcclusion.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\XSIMaterialColor.Preset

Material Colorizer mental ray Shader.

See the Softimage.XSIMaterialColor.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\Car_Paint.Preset

mi Car Paint mental ray Shader.

See the Softimage.mi_car_paint_phen.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\Lume_Edge.Preset

Lume Edge mental ray Shader.

See the Softimage.Lume_Edge.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\Lume_EdgeShadow.Preset

Lume EdgeShadow mental ray Shader.

See the Softimage.Lume_EdgeShadow.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\Lume_Metal.Preset

Lume Metal mental ray Shader.

See the Softimage.Lume_Metal.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\Subsurface\Jade.Preset

misss Physical mental ray Shader.

See the Softimage.misss_physical.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\Subsurface\Skim_Milk.Preset

misss Physical mental ray Shader.

See the Softimage.misss_physical.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\mia_Material.Preset

Architectural

See the Softimage.mia_material_phen.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\mip_Card_Opacity.Preset

mip Card Opacity mental ray Shader.

See the Softimage.mip_card_opacity.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\misss_Fast_Simple.Preset

misss Fast Simple mental ray Shader.

See the Softimage.misss_fast_simple_phen.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\misss_Fast_Skin.Preset

misss Fast Skin mental ray Shader.

See the Softimage.misss_fast_skin_phen.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\misss_Lambert_Gamma.Preset

misss Lambert Gamma mental ray Shader.

See the Softimage.misss_lambert_gamma.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\mental images\misss_Skin_Specular.Preset

misss Skin Specular mental ray Shader.

See the Softimage.misss_skin_specular.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Dusty.Preset

dusty mental ray Shader.

See the Softimage.DUSTY_MAT.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Easy_Atmosphere.Preset

ozlib_env_ez_atm mental ray Shader.

See the Softimage.EZ_Atmosphere_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Env_atmosphere.Preset

ozlib_env_g_atm mental ray Shader.

See the Softimage.Env_Atmosphere_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Env_ball.Preset

oz_env_g_ball mental ray Shader.

See the Softimage.ENV_BALL_MAT.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Env_cubic.Preset

oz_env_g_cubic mental ray Shader.

See the Softimage.Env_Cubic_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Env_horizon_day.Preset

oz_env_g_horizon_day mental ray Shader.

See the Softimage.Env_Horizon_Day_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Env_horizon_map.Preset

oz_env_g_horizon_map mental ray Shader.

See the Softimage.Env_Horizon_Map_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Env_horizon_night.Preset

oz_env_g_horizon_night mental ray Shader.

See the Softimage.Env_Horizon_Night_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Env_sphere.Preset

oz_env_g_sphere mental ray Shader.

See the Softimage.Env_Sphere_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Fire.Preset

Hot_Stuff mental ray Shader.

See the Softimage.Hot_Stuff_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

Material\soft3d\Velvet.Preset

ari_velvet mental ray Shader.

See the Softimage.velvet_mat.1.0 shader definition reference page.

For an example of how to use this preset, see the ConnectTextureShader Example

 



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