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  1. mental mill shader pack 1.0
  2. Colour constants etc
  3. alpha == transparency?
  4. SSS in mental Mill?
  5. About errors when adding custom shaders in a palette
  6. Utility Function Library
  7. Brdf and Spectrum data type
  8. vertex color
  9. Other type of nodes
  10. about stencil map
  11. Hue shifting shader?
  12. multiplication
  13. how to use fog.. ??
  14. Depth Of Field
  15. MetaSL and native functions
  16. See this piece of code in light_point.msl.
  17. Help: Custom shaders are unavailable in mental mill.
  18. Tiling Textures
  19. Where is the MSL file for Math_scalar_abs?
  20. Where can i download the mental mill beta ?
  21. Looking for ways of viewing 3D texture
  22. vertex color in mental mill
  23. Glow effect
  24. Hemispherical Lighting
  25. What do rgb_to_hsv() and hsv_to_rgb() do to Alpha value?
  26. How do I use Texture_coordinate_2d_distort?
  27. Pool of Oil Effect
  28. Expression Node
  29. mental Mill and Mudbox 2009
  30. Flip Normal on symmetry model
  31. Does this shader for struct work?
  32. String as input?
  33. object visibility greyscale shader
  34. add my own 3D shape as cutom instaed of tore etc ..
  35. normal map inverting in places
  36. Gamedev maps
  37. different techniques in 1 fx
  38. What form of 3D texture should I use?
  39. car paint shader
  40. Shader type and struct ?
  41. Material phenomena connections ?
  42. Member variables and constructors ?!
  43. added IOR input to the original refraction node, am I missing something?
  44. Shader Ideas
  45. texture2D
  46. Snow covered deep ice shader - Happy New Year
  47. Mental ray Compiling functions and tutorials
  48. Cubemap from cameras
  49. Camera sampled cube maps
  50. Float 3 normalize control in radiosity shader
  51. Fur shader....
  52. strange point light error
  53. how to dot product vectors
  54. About exporting to Mental Ray
  55. Using a 1D texture lookup
  56. UV Channels
  57. noise_perm.dds file format problem
  58. Texture filtering
  59. Tangent Space Normal Map
  60. Translucency?
  61. support for shadermap
  62. xmsl with mental ray
  63. last node renamed to result BUG?
  64. More shaders
  65. spherical environment lookup fliped
  66. xmsl and max2010 and 2d textures
  67. Request for two example shaders (3dsmax)
  68. hard light ?
  69. Texture lookup in 3ds Max 2010
  70. Normal Addition and subtraction
  71. still just rendering black teapots
  72. two environments
  73. Alpha Channel in Texture
  74. Using msl files and mi files to render with mental ray.
  75. mesh problems
  76. Ray Length
  77. Texture issue in Max 2010
  78. My shader crashes the MR render to texture
  79. 3dsMax 2010 - Software renderer issues
  80. max 2010: custom shader works in viewport, but not software
  81. Which numeric format is the best for grayscale data?
  82. texture space and generators
  83. inputs not respected in max 2010 software render
  84. Generate Spherical Map Dynamically?
  85. Tutorial: Deposit shader
  86. diffuse faceting
  87. metasl online shader library
  88. Loading XMSL Errors: Loading XMSL Errors:
  89. Reflections in Mental Mill
  90. phong shader
  91. Multiple Texture Compositing
  92. Self Reflection in 3ds Max 2010
  93. Normal map flip Green(Y)
  94. Transparency in 3dsmax 2010
  95. Lens Shaders
  96. Parallax issue in Maya
  97. Basic knowledge of connecting nodes?
  98. 2-sided faces.
  99. Half Lambert, how?
  100. CATIA - Glossy/Diffuse reflection & refraction
  101. 3 normals and 1 alpha
  102. can you access color channels
  103. Transparency and UI Question.
  104. Custom CGFX Export Annotation Map File
  105. Phenomenon Inputs ordering
  106. 3ds Max Renders = Not Awesome
  107. surface curvature and self shadowing?
  108. Height -> Normal?
  109. Switching from z-up to y-up?
  110. How to get alpha component of texture?
  111. ATI Mac
  112. normal maps
  113. Z-Depth in hardware?
  114. Eye vector
  115. Check if texture loaded or not
  116. Glow deformation shader for mental mill
  117. Texture Blur
  118. Fading Between Textures as a Function of Ray Length
  119. Ultimate Water
  120. walnut_gloss.xmsl in mental mill einladen?
  121. is it possible to use IF ?
  122. Anisotropic Specular
  123. Light node's "result" output fails.
  124. How to use the "result" of a material node?
  125. Rotating a normal vector with an objects XYZ rotations
  126. Using a Texture to specify normals
  127. Relative paths in metasl code include files.
  128. Glows?
  129. Applying Distortion to a Texture