Shader set for Mental Ray: Shaders_p v.3.2
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New version of shaders_p v.3.2 is available for Download.
Shaders_p v.3.2 will works only with Maya 2008SP1+ and 3DSmax2009+ (with mental ray 3.6.3.14+), because of bug in mental ray 3.6.1. Any previous versions will not be supported any more by shaders_p 3.2 and higher shaders_p 3.2 possible should works with Maya2008 without SP1 installed or 3DSmax2008, but without passes.
Shaders_p
- p_constant - simple surface shader. Constant - shader of constant color without any shading and etc.
- p_fg_light - simple surface shader like p_constant, with the exception of this shader visible only for final gather rays. Shader fully transparent for other ray type (like eye, transparent, refraction and etc).
- p_fg_no_light - this shader is inverse of p_fg_light, shader visible for all ray type with the exception final gather rays.
- p_facing_ratio - compute difference between normal and eye ray and create gradient for this value. Maybe used for create fake of fresnel effect and etc.
- p_color_plus_alpha - merge color and alpha. Maybe used for add transparency for any shaders. Also maybe used for mix maya shaders and mental ray shader for solution problem with alpha.
- p_motion_to_rgb - surface shader for convert motion vectors to RGB for create motion blur effect during compose.
- p_irradiance - surface shader for compute irradiance (FG, GI and Caustic). Maybe used for output irradiance color with different pass for followed compose. Also this shader maybe used with common shading network for tune up irradiance color.
- p_color_to_float - convert color to float, supported some type of conversions: R, G, B, A, Average, Luminosity. Shader return float.
- p_saturation - change saturation of color
- p_fisheye - lens shader, create fisheye effect.
- p_buffer_writer - surface shader for rendering object with multiple pass.
- p_z - surface shader for compute z channel with sampling. Supported 8, 16 and 32(float) bit per component. Alpha is supported.
- p_ray_type - surface shader for rendering object with different shaders depending on ray type.
- p_shadow - surface shader for rendering shadow only without shading.
- p_bake_read - texture shader, assign different textures depending on object name.
- p_MegaTK - universal surface shader for slit out many passes for one render.
- p_environment - shader for computing Environment Reflection or for computing ambient light from environment for Baked Occlusion.
- p_shadow_transparency - shadow shader for computing colored and transparency shadow with attenuation and edginess affect.
- p_scatter_wrap - shader for faking scattering effect (based on object thickness) and additional wrap effect. Shader return float.
Links:
Download Shaders_p v.3.2
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