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Softimage Blogより (元 XSI blog ) 海等を表現することができるカスタムシェーダーです。ボリューム、サーフェイス、環境マップと様々です。  - Arete displacement and optics
 - Arete Optics only
 - Arete Bump only rendered with a phong material
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Binary Alchemy Essential Shader Collection v25カスタムシェーダー集アドオンです。 BA_CarPaint 
Only Flakes with Reflection
BA_SSS 続き...
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Shaders_pメンタルレイカスタムシェーダー
 | p_constant - simple surface shader. Constant - shader of constant color without any shading and etc. |  | p_fg_light - simple surface shader like p_constant, with the exception of this shader visible only for final gather rays. Shader fully transparent for other ray type (like eye, transparent, refraction and etc). |  | p_fg_no_light - this shader is inverse of p_fg_light, shader visible for all ray type with the exception final gather rays. |  | p_facing_ratio - compute difference between normal and eye ray and create gradient for this value. Maybe used for create fake of fresnel effect and etc. |  | p_color_plus_alpha - merge color and alpha. Maybe used for add transparency for any shaders. Also maybe used for mix maya shaders and mental ray shader for solution problem with alpha. |  | p_motion_to_rgb - surface shader for convert motion vectors to RGB for create motion blur effect during compose. |  | p_irradiance - surface shader for compute irradiance (FG, GI and Caustic). Maybe used for output irradiance color with different pass for followed compose. Also this shader maybe used with common shading network for tune up irradiance color. |  | p_color_to_float - convert color to float, supported some type of conversions: R, G, B, A, Average, Luminosity. Shader return float. |  | p_saturation - change saturation of color |  | p_fisheye - lens shader, create fisheye effect. |  | p_buffer_writer - surface shader for rendering object with multiple pass. |  | p_z - surface shader for compute z channel with sampling. Supported 8, 16 and 32(float) bit per component. Alpha is supported. |  | p_ray_type - surface shader for rendering object with different shaders depending on ray type. |  | p_shadow - surface shader for rendering shadow only without shading. |  | p_bake_read - texture shader, assign different textures depending on object name. |  | p_MegaTK - universal surface shader for slit out many passes for one render. |  | p_environment - shader for computing Environment Reflection or for computing ambient light from environment for Baked Occlusion. |  | p_shadow_transparency - shadow shader for computing colored and transparency shadow with attenuation and edginess affect. |  | p_scatter_wrap - shader for faking scattering effect (based on object thickness) and additional wrap effect. Shader return float. |
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lmWarpDistortA mental ray lens shader implementing 3DEqualizer's lens distortion model. レンズ歪みを表現するメンタルレイのレンズシェーダー ◆プラグインのソースデーターも配布されてます。ダウンロードはこちら ◆アドオンはこちら ◆FxTree(Softimage illusion)バージョンもあります。 | |
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 |  | Fig.1: Original image Rendered directly with standard PAL camera | Fig.2: Distorted image Rendered with lmWarpDistort lens shader (distortion=0.08) | 続き...
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