Material (Surface) Shader Presets
List of available Material (Surface) Shader presets. These are used to define a shaded object's surface from basic tools like Phong and Lambert to including specialized tools such as subsurface scattering, ambient occlusion, and toon shading effects.
![]()
|
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 |
Anisotropic Shading (creates a Ward-type surface illumination with two adjustable speculars) |
|
Material\Architectural_Material |
Architectural Material (supports most physical materials used by architectural and product design renderings such as metal, wood, and glass and is tuned especially for glossy reflections and refractions and high-quality glass) |
|
Material\Blinn |
Blinn (applies a Blinn surface to an object) |
|
Material\Car_Paint |
Car Paint (simulates the unique characteristics of car paint) |
|
Material\Constant |
Constant (applies a Constant surface to an object) |
|
Material\Cooktorrance |
Cook-Torrance (applies a Cook-Torrance surface to an object) |
|
Material\Glossy_Reflection |
Glossy Reflection (generates glossy reflections) |
|
Material\Flat_light |
Flat Light (applies a flat-light surface to an object--viewing angle not considered) |
|
Material\Hair_Geo_Shading |
Hair Geo Shading (controls the diffuse, ambient, and specular RGB colors, transparency, and indirect illumination of hair objects using gradient sliders so that you have a high degree of control over where the shading occurs on the hair strand) |
|
Material\Hair_Renderer |
Hair Renderer (controls the diffuse, ambient, and specular RGB colors, as well as the transparency and lighting model of hair objects) |
|
Material\Lambert |
Lambert (applies a Lambert surface to an object) |
|
Material\Lume_Metal |
Lume Metal (defines a metallic object's reflective properties in a realistic way) |
|
Material\Metallic_Paint |
Metallic Paint (used to define the pigmentation layer and the metallic flakes, but not the clearcoat reflections, of metallic paint) |
|
Material\Particle_blob |
Particle Blob (renders particles so that they appear as meta-ball objects when applied to a particle type) |
|
Material\Particle_blowup |
Particle Explosion (renders particles according to their explosion structures and particle types--smoke, flame, and sparks--when applied to a particle type) |
|
Material\Particle_ExplosionV2 |
Particle Explosion V2 (renders particles according to their explosion structures and particle types--smoke, flame, and sparks--when applied to a particle type) |
|
Material\Particle_FluidV2 |
Particle Fluid (renders particles so that they take on the shape and dynamics of fluid when applied to a particle cloud--similar to the Blob shader) |
|
Material\Particle_FluidV2Obs |
Obsolete Particle Fluid (obsolete version of the Particle Fluid shader) |
|
Material\Particle_hyperflow |
HyperFlow Particle Fluid (similar to Particle Fluid) |
|
Material\Particle_Renderer |
Particle Renderer (renders the output for all shaders attached to the particle cloud, including all particles types that are attached to the cloud) |
|
Material\Particle_sparks |
Particle Sparks (renders particles so that they appear as small, brightly illuminated objects when applied to a particle cloud) |
|
Material\Phong |
Phong (applies a Phong surface to an object) |
|
Material\RenderMap_Lambert |
Lambert Shading (performs the computation of Lambert illumination on the object; only surface shading is computed--no reflection, transparency, or refraction is calculated) |
|
Material\Shadow |
Shadow (extracts a shadow projected onto an object for pass purposes) |
|
Material\sib_hair |
Hair (controls the diffuse, ambient, and specular RGB colors, as well as the transparency of hair objects--can be used with the Geometry render type setting in the object's Hair property) |
|
Material\Sprite |
Sprite (applies a color or image and a matte to an object to create a sprite or billboard--allows infinite transparency) |
|
Material\SSS_Fast_Simple |
Fast Sub-Surface Scattering Shader (material phenomenon that defines and applies a simulated subsurface scattering effect on the shaded object) |
|
Material\SSS_Fast_Skin |
Fast Skin Shader (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 supports additional levels of specularity, light scattering, and reflection) |
|
Material\Strauss |
Strauss (applies a Strauss surface to an object) |
|
Material\Toon_Host |
Toon Host (controls per-object contour rendering) |
|
Material\Toon_Paint |
Toon Paint (controls toon surface shading attributes or "painting") |
|
Material\Toon_Paint_Ambient |
Toon Paint Ambient (controls the base color and ambient attributes of toon surface shading) |
|
Material\Toon_Paint_and_Host |
Toon Paint and Host (combines the Toon Host and Toon Paint shaders) |
|
Material\Toon_Paint_Highlight |
Toon Paint Highlight (controls the base color and highlight attributes of toon surface shading) |
|
Material\Toon_Paint_Rimlight |
Toon Paint Rimlight (controls the base color and rimlight attributes of toon surface shading) |
|
Material\Toon_Paint_Rounded |
Toon Paint Rounded (controls toon surface shading attributes using a different highlight style) |
|
Material\XSIAmbientOcclusion |
Ambient Occlusion Shader (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) |
|
Material\XSIMaterialColor |
SOFTIMAGE|XSI v6.01