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    <title>Downloads &#45; Shaders</title>
    <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/</link>
    <description></description>
    <dc:language>en</dc:language>
    <dc:creator>thearea@the-area.com</dc:creator>
    <dc:rights>Copyright 2008</dc:rights>
    <dc:date>2008-03-05T20:15:00-06:00</dc:date>
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    <item>
      <title>Wireframe Shader</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/wireframe_shader/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/wireframe_shader/#When:20:15:00Z</guid>
      <description>Simple wireframe shader (triangles or quads rendering)


[http://dl3d.com/]


(Linux32/Linux64/Win32/Win64 for 3DSMax / Maya included in the .zip )</description>
      <dc:date>2008-03-05T20:15:00-06:00</dc:date>
    </item>

    <item>
      <title>Rim Shader</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/rim_shader/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/rim_shader/#When:20:26:00Z</guid>
      <description>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 having to bombard your objects with so much light to give a simple rim effect. This is a port of matt pharr&#8217;s renderman rim shader. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 Mental Ray 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-02-14T20:26:00-06:00</dc:date>
    </item>

    <item>
      <title>Gooch Shader</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/gooch_shader/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/gooch_shader/#When:15:48:00Z</guid>
      <description>Gooch Cell Shader Implementation. The shader is based on traditional technical illustration, rather than photo&#45;realistic shading. It renders an object with a hue and value shift rather than traditional shading models do. Based on the research paper &#8220;A Non&#45;Photorealistic Lighting Model For Automatic Technical Illustration&#8221;. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 Mental Ray 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-02-05T15:48:00-06:00</dc:date>
    </item>

    <item>
      <title>Glossy Shader</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/glossy_shader/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/glossy_shader/#When:15:45:00Z</guid>
      <description>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 highlight. Rather than the traditional specular highlight that assumes that the surface is rough, giving the highlights a fuzzy apperance. The glossy shader works well for glossy materials, such as finished ceramics, glass, or wet materials. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 Mental Ray 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-02-05T15:45:00-06:00</dc:date>
    </item>

    <item>
      <title>Anisotropic Phong</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/anisotropic_phong/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/anisotropic_phong/#When:21:31:00Z</guid>
      <description>Anisotropic Phong shader is based on the Renderman shader by Peter Stuart Also from the research paper An Anisotropic Phong Light Reflection Model by Michael Ashikhmin and Peter Shirley. The paper presents a BRDF model that combines several advantages of the various empirical models currently in use. In particular, it has intuitive parameters, is anisotropic, conserves energy, is reciprocal, has an appropriate non&#45;Lambertian diffuse term. The shader raytracing can be used to sample the environment to get &#8220;one&#45;bounce indirect light&#8221; (in the loosest sense). The specular and diffuse portions are sampled separately, and can give a range of effects from blurry reflections to a radiosity&#45;like effect. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-02-01T21:31:00-06:00</dc:date>
    </item>

    <item>
      <title>Brdf Scatter</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/brdf_scatter/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/brdf_scatter/#When:21:29:00Z</guid>
      <description>Brdf Scatter shader is based on the research paper &#8220;A Practical Model for Subsurface Light Transport&#8221; by Henrik Wann Jensen. The shader implements a BRDF approximation of a bssrdf as described in the research paper. It can handle materials that look more like wax, jade, and porcelain type objects. With the right settings it can also look like other materials but won&#8217;t look as good like a full BSSRDF. Use&#8217;s no form of raytracing so the shader is as fast as a normal lambert depending on the shading network. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 Mental Ray 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-02-01T21:29:00-06:00</dc:date>
    </item>

    <item>
      <title>DT3D Skin Shader</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/dt3d_skin_shader/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/dt3d_skin_shader/#When:16:04:00Z</guid>
      <description>DT3D skin shader is an oren nayar based shader with at the moment 54 controllable attributes that control the subsurface scattering and the many specular layers. It has 4 functions contributing to the subsurface scattering, that range in different effects that happen when light hits skin. Its specular layers are comprised of 8 specular calls, including a lafortune specular function with measured skin reflectance data to capture skin&#8217;s specular qualities. While the other specular layers capture certain effects that occur on the skin. The shader itself is built around a framework of layers mimicing that of the way real skin is built. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 Mental Ray 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-01-29T16:04:00-06:00</dc:date>
    </item>

    <item>
      <title>Car Paint</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/car_paint/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/car_paint/#When:16:02:00Z</guid>
      <description>Car Paint shader is based on the Renderman shader by Peter Stuart Also from the research paper A Simple Layered RGB BRDF Model by Xavier Granier and Wolfgang Heidrich. The model simulates the interaction (interference) of light with itself due to a thin substrate. To completely capture this effect, the simulation would have to be performed over the whole spectrum of light. This is obviously too much work for a shader to do, so this model avoids sampling the whole spectrum by simulating only the RGB colors and then interpolating between the results using a phong&#45;like approach. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 Mental Ray 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-01-29T16:02:00-06:00</dc:date>
    </item>

    <item>
      <title>Single Scatter Shader</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/single_scatter_shader/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/single_scatter_shader/#When:16:00:00Z</guid>
      <description>Single Scatter shader is based on the research paper &#8220;Analytic Approximations for Light Transport in Volumetric Materials&#8221;. The shader is based on single scattering approximations to mimic scattering of light within a material. This shader gives the user artistic control over the way the light scatters and its coloring. It&#8217;s all done with simple approximation code, that never has to use messy and slow raytracing to achieve this effect. Although the shader is not physically accurate, its intended to allow the user the artistic freedom than to be bound by the shader. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 Mental Ray 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-01-29T16:00:00-06:00</dc:date>
    </item>

    <item>
      <title>Oren Nayar</title>
      <link>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/oren_nayar/</link>
      <guid>http://area.autodesk.com/index.php/downloads_shaders/shader_detail/oren_nayar/#When:15:58:00Z</guid>
      <description>Oren Nayar shader is based on the research paper &#8220;Generalization of Lambert&#8217;s Reflectance Model&#8221;. The shader is based on a more physical approach to shading rough surfaces, and considers rough surfaces to have microscopic grooves and hills. Unlike the conventional Lambert shader that assumes its a smooth surface that reflects light equally. Os: NT/2000/XP Maya Version: 7.0 / 8.0 / 8.5 Mental Ray 


By Miguel A Santiag Jr. [http://www.digiteck3d.com]</description>
      <dc:date>2008-01-29T15:58:00-06:00</dc:date>
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