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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