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Material (Surface) Shaders

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_
Ambient

Color

Controls the base color and ambient attributes of toon surface shading.

Toon_Paint_and_
Host

Color

Combines the Toon Host and Toon Paint shaders.

Toon_Paint_
Highlight

Color

Controls the base color and highlight attributes of toon surface shading.

Toon_Paint_
Rimlight

Color

Controls the base color and rimlight attributes of toon surface shading.

Toon_Paint_
Rounded

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.

Illumination Shaders

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_
shading

Color

Creates a Ward surface illumination in the U and V directions.

Blinn_shading

Color

Creates a Blinn illumination texture on an object.

Cooktorrance_
shading

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.

Raytracing Shaders

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|3D Legacy Shaders

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-capturing” whole environments.

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_
map

Color

Creates a day-like horizon environment with clouds, and the ground.

Env_horizon_
night

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     

Return to Softimage XSI Index


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