Material Shader Presets

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


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;

}


ConnectTextureShader2 Example

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;

}