Gallery materials ¶
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This is basic diffuse material, no specular, with a map of colored and numbered squares.
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Implements an example shader for background matte object in Karma.
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A constant material where the density value of the volume drives the color ramp.
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A reflective refractive material for liquids using ray tracing.
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A diffuse material designed specifically for volume objects.
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A billowy diffuse material designed specifically for volume objects.
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This is a basic material with checked color map.
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This is basic diffuse material without specular.
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This is a constant material with optional maps for color and opacity.
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A diffuse unlit material designed specifically for volume objects.
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This material applies a texture an object.
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A material suitable for using particles to render smoke or fog.
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A constant material where the density value of the volume drives the color ramp.
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This is a constant material, which represents the angle between the camera and the surface normal.
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A diffuse material designed specifically for interior of volume liquids.
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This material gives the appearance of an ocean surface.
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Implements a shadowmatte shader that occludes geometry behind the surface being rendered.
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This is a constant material showing the value of the surface normal’s x y z directions in a red, green, blue color.
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This is a constant material showing the value of the shading point’s x y z values in a red, green, blue color.
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This is a constant material showing the value of the surface tangent’s x y z directions in a red, green, blue color.
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This is a constant material used to verify an objects texture coordinates.
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A material suitable for using particles to render smoke or fog.
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Renders a closed surface as a volume consisting of a uniform fog.
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A wispy diffuse material designed specifically for volume objects.