## 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 phenomenon's effect by driving its parameters with other shaders. The Fast Subsurface Scattering and Fast Skin shaders are examples of material phenomena.

Note | 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

### ConnectTextureShader Example

    function ConnectTextureShader( in_preset )
    {
            NewScene( null, false );
            var obj = Application.ActiveSceneRoot.AddGeometry( "Sphere", "MeshSurface" );
            CreateProjection( obj, siTxtUV, siTxtDefaultPlanarXY, "", "Texture_Projection" );
            Application.Selection.SetAsText(obj);
            var oShader = CreateShaderFromPreset(in_preset, "Sources.Materials.DefaultLib.Scene_Material");
            SIConnectShaderToCnxPoint(oShader.FullName+".out",
                    "Sources.Materials.DefaultLib.Scene_Material.surface", false);
            if (!oShader) { return null; }
            return (oShader.Type == "XSICollection") ? oShader(0) : oShader;
    }

### ConnectTextureShader2 Example

    function ConnectTextureShader2( in_preset )
    {
            NewScene( null, false );
            var obj = Application.ActiveSceneRoot.AddGeometry( "Sphere", "MeshSurface" );
            CreateProjection( obj, siTxtUV, siTxtDefaultPlanarXY, "", "Texture_Projection" );
            obj.AddMaterial( in_preset, true, "MyTestNode" );
            var oShader = Dictionary.GetObject("Sources.Materials.DefaultLib.Material.MyTestNode");
            return oShader;
    }