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.'
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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. |
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Preset |
Shaders |
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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 |
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Material\Blinn.Preset |
See the Softimage.material-blinn.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Constant.Preset |
See the Softimage.material-constant.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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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 |
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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 |
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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 |
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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 |
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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 |
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Material\Illumination\Anisotropic_shading.Preset |
See the Softimage.simple_aniward.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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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 |
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Material\Illumination\Blinn_shading.Preset |
See the Softimage.simple_blinn.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Illumination\Cooktorrance_shading.Preset |
See the Softimage.simple_cooktorr.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Illumination\Flat_light_shading.Preset |
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 |
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Material\Illumination\Lambert_shading.Preset |
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 |
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Material\Illumination\Phong_shading.Preset |
See the Softimage.simple_phong.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Illumination\Simple_Shadow.Preset |
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 |
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Material\Illumination\Strauss_shading.Preset |
See the Softimage.simple_strauss.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Illumination\Translucent_shading.Preset |
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 |
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Material\Lambert.Preset |
See the Softimage.material-lambert.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Particle_ExplosionV2.Preset |
See the Softimage.ExplosionV2-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Particle_FluidV2.Preset |
See the Softimage.FluidV2-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Particle_FluidV2Obs.Preset |
See the Softimage.FluidV2Obs-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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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 |
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Material\Particle_blob.Preset |
See the Softimage.blob-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Particle_blowup.Preset |
See the Softimage.blowup-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Particle_hyperflow.Preset |
See the Softimage.hyperflow-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Particle_sparks.Preset |
See the Softimage.sparks-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Phong.Preset |
See the Softimage.material-phong.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Raytracing\Dielectric.Preset |
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 |
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Material\Raytracing\Refraction_diffuse.Preset |
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 |
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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 |
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Material\Sprite.Preset |
See the Softimage.sib_sprite.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Strauss.Preset |
See the Softimage.material-strauss.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Toon_Host.Preset |
See the Softimage.sitoon_host.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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Material\Toon_Paint.Preset |
See the Softimage.sitoon_paint.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Material\mental images\Lume_Edge.Preset |
See the Softimage.Lume_Edge.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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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 |
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Material\mental images\Lume_Metal.Preset |
See the Softimage.Lume_Metal.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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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 |
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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 |
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Material\mental images\mia_Material.Preset |
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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Material\soft3d\Dusty.Preset |
See the Softimage.DUSTY_MAT.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Material\soft3d\Fire.Preset |
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 |
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Material\soft3d\Velvet.Preset |
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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