Difference between revisions of "Category:Shaders"
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* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Shaders]] | * [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Shaders]] | ||
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Links to popular shaders and articles about how to make new shaders. | Links to popular shaders and articles about how to make new shaders. | ||
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== Popular 3ds Max Shaders == | == Popular 3ds Max Shaders == | ||
(in no particular order) | (in no particular order) | ||
− | * '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul "MoP" Greveson] | + | * '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader Lite]''' by [http://www.3pointstudios.com 3 Point Studios]<<BR>> Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max]. |
− | * [http://www. | + | * '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul "MoP" Greveson]<<BR>> This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?]. |
− | * '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens "Xoliul" Corijn]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''. | + | * '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf 3ds Max version of the BRDF shader]''' ported by [http://crazybutcher.cottages.polycount.com/ Christoph "CrazyButcher" Kubisch]. <<BR>> Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. |
− | * '''[http://blog.maginot.eu/index.php?seite=people&people=till&page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till "Rollin" Maginot]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''. | + | * '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens "Xoliul" Corijn].<<BR>> More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''. |
− | * '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing]. Shader features: ''"One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection."'' | + | * '''[http://blog.maginot.eu/index.php?seite=people&people=till&page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till "Rollin" Maginot].<<BR>> More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''. |
− | * '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing]. Shader features: ''"Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card."'' | + | * '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing].<<BR>> Shader features: ''"One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection."'' |
− | * '''[http://fabio.policarpo.nom.br/Demos.html Planar Relief Mapping]''' by [http://fabio.policarpo.nom.br Fabio Policarpo]. ''"This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices."'' | + | * '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing].<<BR>> Shader features: ''"Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card."'' |
− | * '''[http://www.bencloward.com/resources_shaders.shtml Shaders]''' by [http://www.bencloward.com Ben Cloward]. He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc. | + | * '''[http://fabio.policarpo.nom.br/Demos.html Planar Relief Mapping]''' by [http://fabio.policarpo.nom.br Fabio Policarpo].<<BR>> ''"This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices."'' |
− | * '''[http://www.jistyles.com/main.php?id=doc&page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles]. ''"The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results."'' | + | * '''[http://www.bencloward.com/resources_shaders.shtml Shaders]''' by [http://www.bencloward.com Ben Cloward].<<BR>> He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc. |
+ | * '''[http://www.jistyles.com/main.php?id=doc&page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].<<BR>> ''"The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results."'' | ||
− | + | <span id="PMS"></span> | |
== Popular Maya Shaders == | == Popular Maya Shaders == | ||
− | * '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo "chronic" Covarrubias] | + | (in no particular order) |
− | * '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud] | + | |
− | * '''[http://www.kostas.se/shader/ Maya CG shader]''' by [http://www.kostas.se Kostas "Kodde" Gialitakis] | + | * '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo "chronic" Covarrubias]<<BR>> Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc. |
+ | * '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]<<BR>>[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf 3ds Max version] ported by [http://crazybutcher.cottages.polycount.com/ Christoph "CrazyButcher" Kubisch]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. | ||
+ | * '''[http://www.kostas.se/shader/ Maya CG shader]''' by [http://www.kostas.se Kostas "Kodde" Gialitakis]<<BR>> Also supports a BRDF map. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 "KoddeShader", a Maya CGFX shader]''. | ||
− | + | <span id="CS"></span> | |
== Creating Shaders == | == Creating Shaders == | ||
− | * [http://tech-artists.org/wiki/Portal:Shaders The Tech-Artists.Org Shaders Portal] | + | * [http://tech-artists.org/wiki/Portal:Shaders The Tech-Artists.Org Shaders Portal]<<BR>> A ton of great information about creating shaders. |
− | * [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen "Neox" "polyphobia" Unger] | + | * [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen "Neox" "polyphobia" Unger]<<BR>> Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3. |
− | < | + | <<BR>> |
* [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Shaders]] | * [[Polycount|Main Page]] > [[Category:Primer]] > [[Category:Shaders]] |
Revision as of 13:03, 23 June 2010
- Main Page > >
Contents
Category: Shaders
Links to popular shaders and articles about how to make new shaders.
Popular 3ds Max Shaders
(in no particular order)
- 3Point Shader Lite by 3 Point Studios<
> Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max. - MoP Texture Blender by Paul "MoP" Greveson<
> This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread The Snow and Ice of Uncharted2?. - 3ds Max version of the BRDF shader ported by Christoph "CrazyButcher" Kubisch. <
> Original BRDF shader for Maya by Brice Vandemoortele and Cedric Caillaud. More info in the Polycount thread Free Maya/max cgfx/fx Shader. Update: New version here with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. - 3ds Max viewport shader by Laurens "Xoliul" Corijn.<
> More info in the Polycount thread Xoliul's 3DS Max Viewport Shader. - TF2 Shader for 3ds Max and Toon/Comic Shader for 3ds Max by Till "Rollin" Maginot.<
> More info in the Polycount thread TF2 and TOON realtime viewport shader (3ds max). - Agusturinn Shader Demo by Wang "RTshaders" Jing.<
> Shader features: "One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection." - Paragalis Shader Demo by Wang "RTshaders" Jing.<
> Shader features: "Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card." - Planar Relief Mapping by Fabio Policarpo.<
> "This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices." - Shaders by Ben Cloward.<
> He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc. - SSS Skin Shader by J.I. Styles.<
> "The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results."
Popular Maya Shaders
(in no particular order)
- lcNextGenShader by Leonardo "chronic" Covarrubias<
> Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc. - BRDF shader for Maya by Brice Vandemoortele and Cedric Caillaud<
>3ds Max version ported by Christoph "CrazyButcher" Kubisch. More info in the Polycount thread Free Maya/max cgfx/fx Shader. Update: New version here with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. - Maya CG shader by Kostas "Kodde" Gialitakis<
> Also supports a BRDF map. More info in the Polycount thread "KoddeShader", a Maya CGFX shader.
Creating Shaders
- The Tech-Artists.Org Shaders Portal<
> A ton of great information about creating shaders. - TF2 Shading in UT3 by Steffen "Neox" "polyphobia" Unger<
> Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.
<
>
- Main Page > >
Pages in category "Shaders"
The following 6 pages are in this category, out of 6 total.