- mental mill shader pack 1.0
- Colour constants etc
- alpha == transparency?
- SSS in mental Mill?
- About errors when adding custom shaders in a palette
- Utility Function Library
- Brdf and Spectrum data type
- vertex color
- Other type of nodes
- about stencil map
- Hue shifting shader?
- multiplication
- how to use fog.. ??
- Depth Of Field
- MetaSL and native functions
- See this piece of code in light_point.msl.
- Help: Custom shaders are unavailable in mental mill.
- Tiling Textures
- Where is the MSL file for Math_scalar_abs?
- Where can i download the mental mill beta ?
- Looking for ways of viewing 3D texture
- vertex color in mental mill
- Glow effect
- Hemispherical Lighting
- What do rgb_to_hsv() and hsv_to_rgb() do to Alpha value?
- How do I use Texture_coordinate_2d_distort?
- Pool of Oil Effect
- Expression Node
- mental Mill and Mudbox 2009
- Flip Normal on symmetry model
- Does this shader for struct work?
- String as input?
- object visibility greyscale shader
- add my own 3D shape as cutom instaed of tore etc ..
- normal map inverting in places
- Gamedev maps
- different techniques in 1 fx
- What form of 3D texture should I use?
- car paint shader
- Shader type and struct ?
- Material phenomena connections ?
- Member variables and constructors ?!
- added IOR input to the original refraction node, am I missing something?
- Shader Ideas
- texture2D
- Snow covered deep ice shader - Happy New Year
- Mental ray Compiling functions and tutorials
- Cubemap from cameras
- Camera sampled cube maps
- Float 3 normalize control in radiosity shader
- Fur shader....
- strange point light error
- how to dot product vectors
- About exporting to Mental Ray
- Using a 1D texture lookup
- UV Channels
- noise_perm.dds file format problem
- Texture filtering
- Tangent Space Normal Map
- Translucency?
- support for shadermap
- xmsl with mental ray
- last node renamed to result BUG?
- More shaders
- spherical environment lookup fliped
- xmsl and max2010 and 2d textures
- Request for two example shaders (3dsmax)
- hard light ?
- Texture lookup in 3ds Max 2010
- Normal Addition and subtraction
- still just rendering black teapots
- two environments
- Alpha Channel in Texture
- Using msl files and mi files to render with mental ray.
- mesh problems
- Ray Length
- Texture issue in Max 2010
- My shader crashes the MR render to texture
- 3dsMax 2010 - Software renderer issues
- max 2010: custom shader works in viewport, but not software
- Which numeric format is the best for grayscale data?
- texture space and generators
- inputs not respected in max 2010 software render
- Generate Spherical Map Dynamically?
- Tutorial: Deposit shader
- diffuse faceting
- metasl online shader library
- Loading XMSL Errors: Loading XMSL Errors:
- Reflections in Mental Mill
- phong shader
- Multiple Texture Compositing
- Self Reflection in 3ds Max 2010
- Normal map flip Green(Y)
- Transparency in 3dsmax 2010
- Lens Shaders
- Parallax issue in Maya
- Basic knowledge of connecting nodes?
- 2-sided faces.
- Half Lambert, how?
- CATIA - Glossy/Diffuse reflection & refraction
- 3 normals and 1 alpha
- can you access color channels
- Transparency and UI Question.
- Custom CGFX Export Annotation Map File
- Phenomenon Inputs ordering
- 3ds Max Renders = Not Awesome
- surface curvature and self shadowing?
- Height -> Normal?
- Switching from z-up to y-up?
- How to get alpha component of texture?
- ATI Mac
- normal maps
- Z-Depth in hardware?
- Eye vector
- Check if texture loaded or not
- Glow deformation shader for mental mill
- Texture Blur
- Fading Between Textures as a Function of Ray Length
- Ultimate Water
- walnut_gloss.xmsl in mental mill einladen?
- is it possible to use IF ?
- Anisotropic Specular
- Light node's "result" output fails.
- How to use the "result" of a material node?
- Rotating a normal vector with an objects XYZ rotations
- Using a Texture to specify normals
- Relative paths in metasl code include files.
- Glows?
- Applying Distortion to a Texture