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.
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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 |
Anisotropic (creates a Ward-type surface illumination with two adjustable speculars) |
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Material\Blinn |
Blinn (applies a Blinn surface to an object) |
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Material\Constant |
Constant (applies a Constant surface to an object) |
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Material\Cooktorrance |
Cook-Torrance (applies a Cook-Torrance surface to an object) |
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Material\Flat_light |
Flat Light (applies a flat-light surface to an object--viewing angle not considered) |
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Material\Glossy_Reflection |
Glossy Reflection (generates glossy reflections, used in conjunction with the Metallic Paint and Bump Flakes shaders) |
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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) |
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Material\Hair_Renderer |
Hair Renderer (controls the diffuse, ambient, and specular RGB colors, as well as the transparency and lighting model of hair objects) |
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Material\Lambert |
Lambert (applies a Lambert surface to an object) |
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Material\Phong |
Phong (applies a Phong surface to an object) |
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Material\Shadow |
Shadow (extracts a shadow projected onto an object for pass purposes) |
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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) |
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Material\Sprite |
Sprite (applies a color or image and a matte to an object to create a sprite or billboard--allows infinite transparency) |
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Material\Strauss |
Strauss (applies a Strauss surface to an object) |
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Material\Toon_Host |
Toon Host (controls per-object contour rendering) |
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Material\Toon_Paint |
Toon Paint (controls toon surface shading attributes or "painting") |
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Material\Toon_Paint_Ambient |
Toon Paint Ambient (controls the base color and ambient attributes of toon surface shading) |
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Material\Toon_Paint_and_Host |
Toon Paint and Host (combines the Toon Host and Toon Paint shaders) |
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Material\Toon_Paint_Highlight |
Toon Paint Highlight (controls the base color and highlight attributes of toon surface shading) |
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Material\Toon_Paint_Rimlight |
Toon Paint Rimlight (controls the base color and rimlight attributes of toon surface shading) |
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Material\Toon_Paint_Rounded |
Toon Paint Rounded (controls toon surface shading attributes using a different highlight style) |
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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) |
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Material\XSIMaterialColor |
Autodesk Softimage v7.5