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Glossy shader is based on the Renderman course notes by Larry gritz about Glossy specular Highlights. The shading model is based on the fact that the object is one that is highly polished causing a sharper specular…
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| Posted: May 01, 2009
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| Published by: DigiTecK3D
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Comments:
0
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Gooch Cell Shader Implementation. The shader is based on traditional technical illustration, rather than photo-realistic shading. It renders an object with a hue and value shift rather than traditional shading models…
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| Posted: May 01, 2009
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| Published by: DigiTecK3D
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Comments:
2
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The Lafortune shader is based on the renderman shader by Stephen H. Westin and the research paper Non-linear approximation of reflectance functions. The shader introduces a new class of primitive functions with…
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| Posted: May 01, 2009
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| Published by: DigiTecK3D
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Comments:
2
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Oren Nayar shader is based on the research paper “Generalization of Lambert’s Reflectance Model”. The shader is based on a more physical approach to shading rough surfaces, and considers rough surfaces to have…
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| Posted: May 01, 2009
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| Published by: DigiTecK3D
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Comments:
0
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The Rim Shader computes a specular term that boosts the highlights at the glancing angles. Easily giving the rim effect mostly common to 3 point lighting in films. Gives you better artist control on your shader, without…
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| Posted: May 01, 2009
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| Published by: DigiTecK3D
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Comments:
3
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Single Scatter shader is based on the research paper “Analytic Approximations for Light Transport in Volumetric Materials”. The shader is based on single scattering approximations to mimic scattering of light within…
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| Posted: May 01, 2009
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| Published by: DigiTecK3D
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Comments:
3
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