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; } |