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Bifrost for Maya

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SHADERS
3ds Max

Simple material for cowl of car weel

Simple material for cowl of car weel. Make with gradient ramp and displacement. just create a disk and apply this material.
SHADERS
3ds Max

Matirial for rope

simple matirial for rope. make with gradient ramp and displacement/
SHADERS
Maya

snake skin 2

This is a snake skin shader that was made as a test for a project. It's built completely in the hypershader (no textures needed!). The preview is a screen capture of the shader in the hypershader. It can be edited easily to one's personal taste. Travs (3
SHADERS
Maya

Weaved Wood

This wood was created using only hypershade. Because of this, the shader doesn't need to have any texture files (one is included if needed). The shader can easily be edited for personal taste. This shader is part of the hypershade tutorial that I'm writing
SHADERS
3ds Max

Simple material with displace and diffusereflection

Simple material with displace and diffusereflection
SHADERS
Maya

Velvet Shader 1.0

Velvet shader is based on the shader by Stephen H. Westin. The shader is an attempt to capture the phenomenological effects that occur with velvet materials. The shader captures the rim like fuzz that is usually associated with velvet. Along with the soft
SHADERS
Maya

Single Scatter Shader 1.0

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 a material. This shader gives the user
SHADERS
Maya

Rim Shader 1.0

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
SHADERS
Maya

Oren Nayar 1.0

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 microscopic grooves and hills. Unlike the con
SHADERS
Maya

Lafortune 1.0

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 non-linear parameters for representing light
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