List of available Material Shader presets. Material phenomena are predefined combinations of shaders, usually designed to create complex rendering effects, that are packaged as single shader nodes. Connecting a material phenomenon to an object's material prevents the material from accepting any other shaders directly, though you can extend the phenomenon's effect by driving its parameters with other shaders. The Fast Subsurface Scattering and Fast Skin shaders are examples of material phenomena.
Note | 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.Preset | Anisotropic mental ray
Shader. See the Softimage.material-ward.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Blinn.Preset | Blinn mental ray Shader. See the Softimage.material-blinn.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Constant.Preset | Constant mental ray
Shader. See the Softimage.material-constant.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Cooktorrance.Preset | Cook-Torrance mental ray
Shader. See the Softimage.material-cooktorr.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Flat_light.Preset | Flat Shading mental ray
Shader. See the Softimage.material-moviescreen.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Glossy_Reflection.Preset | mib Glossy Reflection
mental ray Shader. See the Softimage.mib_glossy_reflection.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Hair_Geo_Shading.Preset | sib_geo_hair_illum
output parameter See the Softimage.sib_geo_hair_illum.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Hair_Renderer.Preset | Hair Shading mental ray
Shader. See the Softimage.rh_renderer.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Anisotropic_shading.Preset | Ward
Anisotropic Shading See the Softimage.simple_aniward.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Anisotropic_uv_shading.Preset | mib
Illum Ward mental ray Shader. See the Softimage.mib_illum_ward.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Blinn_shading.Preset | Blinn
Shading See the Softimage.simple_blinn.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Cooktorrance_shading.Preset | Cook-Torrance
Shading See the Softimage.simple_cooktorr.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Flat_light_shading.Preset | Flat Light
Shading See the Softimage.sib_illum_moviescreen.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Lambert_shading.Preset | Lambert See the Softimage.sib_illum_lambert.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Phong_shading.Preset | Phong
Shading See the Softimage.simple_phong.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Simple_Shadow.Preset | Shadow
Basic See the Softimage.sib_shadow_basic.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Strauss_shading.Preset | Strauss
Shading See the Softimage.simple_strauss.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Illumination\Translucent_shading.Preset | Transluscent
Shading See the Softimage.sib_illum_translucent.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Lambert.Preset | Lambert mental ray Shader. See the Softimage.material-lambert.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Particle_ExplosionV2.Preset | Explosion V2 by
Phoenix Tools See the Softimage.ExplosionV2-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Particle_FluidV2.Preset | Fluid V2 by Phoenix
Tools See the Softimage.FluidV2-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Particle_FluidV2Obs.Preset | Fluid V2 by Phoenix
Tools See the Softimage.FluidV2Obs-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Particle_Renderer.Preset | Particle Metashader
mental ray Shader. See the Softimage.pt_metashader.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Particle_blob.Preset | Blob - by Phoenix
Tools See the Softimage.blob-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Particle_blowup.Preset | Blow Up - by Phoenix
Tools See the Softimage.blowup-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Particle_hyperflow.Preset | HyperFlow - by Phoenix
Tools See the Softimage.hyperflow-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Particle_sparks.Preset | Sparks - by Phoenix
Tools See the Softimage.sparks-mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Phong.Preset | Phong mental ray Shader. See the Softimage.material-phong.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Raytracing\Dielectric.Preset | Dielectric See the Softimage.sib_dielectric_ior.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Raytracing\Refraction_diffuse.Preset | Diffuse
Refraction See the Softimage.sib_diffuse_refraction_phen.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Shadow.Preset | Shadow Material mental ray
Shader. See the Softimage.sib_illum_shadowmaterial.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Sprite.Preset | sprite v2 output parameter See the Softimage.sib_sprite.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Strauss.Preset | Strauss mental ray Shader. See the Softimage.material-strauss.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Toon_Host.Preset | sitoon_host output
parameter See the Softimage.sitoon_host.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Toon_Paint.Preset | sitoon_paint output
parameter See the Softimage.sitoon_paint.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Toon_Paint_Ambient.Preset | sitoon_paint_ambient
output parameter See the Softimage.sitoon_paint_ambient.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Toon_Paint_Highlight.Preset | sitoon_paint_highlight output
parameter See the Softimage.sitoon_paint_highlight.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Toon_Paint_Rimlight.Preset | sitoon_paint_rimlight
output parameter See the Softimage.sitoon_paint_rimlight.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Toon_Paint_Rounded.Preset | sitoon_paint_rounded
output parameter See the Softimage.sitoon_paint_rounded.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\Toon_Paint_and_Host.Preset | sitoon_paint_and_host
output parameter See the Softimage.sitoon_paint_and_host.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\XSIAmbientOcclusion.Preset | XSIAmbientOcclusion
output parameter See the Softimage.XSIAmbientOcclusion.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\XSIMaterialColor.Preset | Material Colorizer
mental ray Shader. See the Softimage.XSIMaterialColor.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\Car_Paint.Preset | mi Car Paint
mental ray Shader. See the Softimage.mi_car_paint_phen.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\Lume_Edge.Preset | Lume Edge mental
ray Shader. See the Softimage.Lume_Edge.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\Lume_EdgeShadow.Preset | Lume
EdgeShadow mental ray Shader. See the Softimage.Lume_EdgeShadow.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\Lume_Metal.Preset | Lume Metal mental
ray Shader. See the Softimage.Lume_Metal.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\Subsurface\Jade.Preset | misss
Physical mental ray Shader. See the Softimage.misss_physical.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\Subsurface\Skim_Milk.Preset | misss
Physical mental ray Shader. See the Softimage.misss_physical.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\mia_Material.Preset | Architectural See the Softimage.mia_material_phen.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\mip_Card_Opacity.Preset | mip Card
Opacity mental ray Shader. See the Softimage.mip_card_opacity.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\misss_Fast_Simple.Preset | misss Fast
Simple mental ray Shader. See the Softimage.misss_fast_simple_phen.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\misss_Fast_Skin.Preset | misss Fast
Skin mental ray Shader. See the Softimage.misss_fast_skin_phen.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\misss_Lambert_Gamma.Preset | misss
Lambert Gamma mental ray Shader. See the Softimage.misss_lambert_gamma.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\mental images\misss_Skin_Specular.Preset | misss
Skin Specular mental ray Shader. See the Softimage.misss_skin_specular.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Dusty.Preset | dusty mental ray
Shader. See the Softimage.DUSTY_MAT.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Easy_Atmosphere.Preset | ozlib_env_ez_atm
mental ray Shader. See the Softimage.EZ_Atmosphere_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Env_atmosphere.Preset | ozlib_env_g_atm
mental ray Shader. See the Softimage.Env_Atmosphere_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Env_ball.Preset | oz_env_g_ball mental ray
Shader. See the Softimage.ENV_BALL_MAT.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Env_cubic.Preset | oz_env_g_cubic mental ray
Shader. See the Softimage.Env_Cubic_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Env_horizon_day.Preset | oz_env_g_horizon_day mental ray
Shader. See the Softimage.Env_Horizon_Day_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Env_horizon_map.Preset | oz_env_g_horizon_map mental ray
Shader. See the Softimage.Env_Horizon_Map_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Env_horizon_night.Preset | oz_env_g_horizon_night mental
ray Shader. See the Softimage.Env_Horizon_Night_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Env_sphere.Preset | oz_env_g_sphere mental
ray Shader. See the Softimage.Env_Sphere_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Fire.Preset | Hot_Stuff mental ray
Shader. See the Softimage.Hot_Stuff_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
Material\soft3d\Velvet.Preset | ari_velvet mental ray
Shader. See the Softimage.velvet_mat.1.0 shader definition reference page. For an example of how to use this preset, see the ConnectTextureShader Example |
function ConnectTextureShader( in_preset ) { NewScene( null, false ); var obj = Application.ActiveSceneRoot.AddGeometry( "Sphere", "MeshSurface" ); CreateProjection( obj, siTxtUV, siTxtDefaultPlanarXY, "", "Texture_Projection" ); Application.Selection.SetAsText(obj); var oShader = CreateShaderFromPreset(in_preset, "Sources.Materials.DefaultLib.Scene_Material"); SIConnectShaderToCnxPoint(oShader.FullName+".out", "Sources.Materials.DefaultLib.Scene_Material.surface", false); if (!oShader) { return null; } return (oShader.Type == "XSICollection") ? oShader(0) : oShader; } |
function ConnectTextureShader2( in_preset ) { NewScene( null, false ); var obj = Application.ActiveSceneRoot.AddGeometry( "Sphere", "MeshSurface" ); CreateProjection( obj, siTxtUV, siTxtDefaultPlanarXY, "", "Texture_Projection" ); obj.AddMaterial( in_preset, true, "MyTestNode" ); var oShader = Dictionary.GetObject("Sources.Materials.DefaultLib.Material.MyTestNode"); return oShader; } |