Material (Surface) Shader Presets

List of available Material (Surface) Shader presets. These are used to define a shaded object's surface from basic tools like Phong and Lambert to including specialized tools such as subsurface scattering, ambient occlusion, and toon shading effects.

| 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 | Anisotropic (creates a Ward-type surface illumination with two adjustable speculars)
Material\Blinn | Blinn (applies a Blinn surface to an object)
Material\Constant | Constant (applies a Constant surface to an object)
Material\Cooktorrance | Cook-Torrance (applies a Cook-Torrance surface to an object)
Material\Flat_light | Flat Light (applies a flat-light surface to an object--viewing angle not considered)
Material\Glossy_Reflection | Glossy Reflection (generates glossy reflections, used in conjunction with the Metallic Paint and Bump Flakes shaders)
Material\Hair_Geo_Shading | Hair Geo Shading (controls the diffuse, ambient, and specular RGB colors, transparency, and indirect illumination of hair objects using gradient sliders so that you have a high degree of control over where the shading occurs on the hair strand)
Material\Hair_Renderer | Hair Renderer (controls the diffuse, ambient, and specular RGB colors, as well as the transparency and lighting model of hair objects)
Material\Lambert | Lambert (applies a Lambert surface to an object)
Material\Phong | Phong (applies a Phong surface to an object)
Material\Shadow | Shadow (extracts a shadow projected onto an object for pass purposes)
Material\sib_hair | Hair (controls the diffuse, ambient, and specular RGB colors, as well as the transparency of hair objects--can be used with the Geometry render type setting in the object's Hair property)
Material\Sprite | Sprite (applies a color or image and a matte to an object to create a sprite or billboard--allows infinite transparency)
Material\Strauss | Strauss (applies a Strauss surface to an object)
Material\Toon_Host | Toon Host (controls per-object contour rendering)
Material\Toon_Paint | Toon Paint (controls toon surface shading attributes or "painting")
Material\Toon_Paint_Ambient | Toon Paint Ambient (controls the base color and ambient attributes of toon surface shading)
Material\Toon_Paint_and_Host | Toon Paint and Host (combines the Toon Host and Toon Paint shaders)
Material\Toon_Paint_Highlight | Toon Paint Highlight (controls the base color and highlight attributes of toon surface shading)
Material\Toon_Paint_Rimlight | Toon Paint Rimlight (controls the base color and rimlight attributes of toon surface shading)
Material\Toon_Paint_Rounded | Toon Paint Rounded (controls toon surface shading attributes using a different highlight style)
Material\XSIAmbientOcclusion | Ambient Occlusion Shader (samples the scene from points on an object's surface and returns one color for areas occluded by other geometry and one color for unoccluded areas--partially occluded areas receive a blend of these two colors)
Material\XSIMaterialColor | Material Colorizer

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