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

Material Colorizer



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