This directory contains the basic and more complex tools used to define a shaded object’s surface. Besides the usual Blinn, Phong, and Lambert shadings, you’ll find several more specialized tools, such as subsurface scattering, ambient occlusion, and toon shading effects.
Preset name |
Output |
Description |
Anisotropic |
Color |
Creates a Ward-type surface illumination with two adjustable speculars. |
Blinn |
Color |
Applies a Blinn surface to an object. |
Constant |
Color |
Applies a Constant surface to an object. |
Cooktorrance |
Color |
Applies a Cook-Torrance surface to an object. |
Flat_light |
Color |
Applies a flat-light surface to an object (viewing angle not considered). |
Lambert |
Color |
Applies a Lambert surface to an object. |
Lume_Metal |
Color |
Defines a metallic object’s reflective properties in a realistic way. |
Phong |
Color |
Applies a Phong surface to an object. |
Shadow |
Color |
Extracts a shadow projected onto an object for pass purposes. |
Sprite |
Color |
Applies a color (or image) and a matte to an object to create a sprite or billboard. Allows infinite transparency. |
Strauss |
Color |
Applies a Strauss surface to an object. |
SSS_Fast_Simple |
Material |
Material Phenomenon that defines and applies a simulated subsurface scattering effect on the shaded object. |
SSS_Fast_Skin |
Material |
Material Phenomenon that defines and applies a skin effect on the shaded object. This is essentially a more complex variant of SSS_Fast_Simple that support additional levels of specularity, light scattering, and reflection. |
Toon_Host |
Color |
Controls per-object contour rendering. |
Toon_Paint |
Color |
Controls toon surface shading attributes or “painting”. |
Toon_Paint_ |
Color |
Controls the base color and ambient attributes of toon surface shading. |
Toon_Paint_and_ |
Color |
Combines the Toon Host and Toon Paint shaders. |
Toon_Paint_ |
Color |
Controls the base color and highlight attributes of toon surface shading. |
Toon_Paint_ |
Color |
Controls the base color and rimlight attributes of toon surface shading. |
Toon_Paint_ |
Color |
Controls toon surface shading attributes using a different highlight style. |
XSIAmbientOcclusion |
Color |
Samples the scene from points on an object’s surface and returns one color for areas occluded by other geometry and one color for unoccluded areas. Partially occluded areas receive a blend of these two colors. |
This directory contains simplified, illumination-only versions of the most common shading models, as well as a few more specialized tools.
Preset name |
Output |
Description |
Anisotropic_shading |
Color |
Creates a Ward surface illumination with two adjustable light directions. |
Anisotropic_uv_ |
Color |
Creates a Ward surface illumination in the U and V directions. |
Blinn_shading |
Color |
Creates a Blinn illumination texture on an object. |
Cooktorrance_ |
Color |
Creates a Cook-Torrance surface illumination on an object. |
Flat_light_shading |
Color |
Creates a moviescreen-like illumination texture on an object. |
Lambert_shading |
Color |
Creates a Lambert illumination texture on an object. |
Phong_shading |
Multiple Colors |
Creates a Phong illumination on an object. |
Simple_Shadow |
Color |
Creates an editable shadow from any object it is applied to. Useful for creating a shadow pass. |
Strauss_shading |
Color |
Creates a Strauss illumination on an object. |
Translucent_shading |
Color |
Applies a editable translucency onto an object. |
These shaders create specific raytracing effects.
Preset name |
Output |
Description |
Dielectric |
Color |
Returns the “reflection intensity” or “refraction intensity” of a surface. |
Refraction_diffuse |
Color |
Applies a diffused refraction to an object or shader. |
SOFTIMAGE|XSI provides support for all SOFTIMAGE|3D shaders. Supported here are a wide range of the most popular SOFTIMAGE|3D shaders.
Preset name |
Output |
Description |
Dusty |
Color |
Simulates the dirt and dust that accumulates on surfaces. |
Easy_Atmosphere |
Color |
Allows you to quickly create planet atmospheres. |
Env_atmosphere |
Color |
Simulates realistic planet atmospheres. |
Env_ball |
Color |
Reproduces environments by “photo |
Env_cubic |
Color |
Creates a cubic environment. You assign six images to the up, down, right, left, front, and back of the cube. |
Env_horizon_day |
Color |
Creates a day-like horizon environment with a sun, clouds, and the ground. |
Env_horizon_ |
Color |
Creates a day-like horizon environment with clouds, and the ground. |
Env_horizon_ |
Color |
Creates a night-like horizon environment with stars, a moon, and the ground. |
Env_sphere |
Color |
Takes a single image file and maps it to the environment using a spherical mapping. |
Fire |
Color |
Simulates a surface-projection fire effect. This is not volumic. |
Velvet |
Color |
Creates a satin or velvet-like effect on a surface. |
Subsurface
This directory contains several preset variations of the same physically-accurate subsurface scattering shader.
Preset name |
Output |
Description |
Jade |
Color |
Uses the physically accurate subsurface scattering shader to create a photorealistic jade material on an object’s surface. |
Skim_Milk |
Color |
Uses the physically accurate subsurface scattering shader to create a photorealistic skim-milk material on an object’s surface. |
SOFTIMAGE|XSI v.6.01