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Open source, un-encrypted ShaderMagic files. This ZIP
archive includes un-encrypted versions of Fake Subscatter through Digital
Glazier (in the order they are on this page), as well as modifications/early
versions of these shaders. Also included are previously unreleased/work-in-progress
shaders, including a CD shader, diffuse map shader, and room environment
shader, and Download CD object for CD shader HERE. |
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This is my first attempt |
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Spawned from the Fake Subsurface Scattering Shader, this Ambient shader gives you a more realistic ambient effect. This shader is included with the FSSS shader above. Download example files for tS4 HERE. |
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Ambient 2. A modified version of Ambient, this shader lets you control the color of the ambient/shadow effect, and also adds a bit of backlight. |
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Clip Map transparency shader for ShaderMagic. With this shader, you can target a color in an image, and make it transparent. |
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Knot Wood color shader for ShaderMagic. Finally, procedural wood. .
. with knots!!! It can also be used in the bump channel, but UPDATE: Makes shader actually load in Bump channel, and adds |
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Silky Metal shader for ShaderMagic. What started as the beginning of
a CD (compact disc) shader, turned into a silk/satin shader, Now there's Silky Metal 2. Not a major update, but more of a compatibility fix and clean-up. |
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Digital Glazier for ShaderMagic. This glass shader can just about UPDATE: Opacity now works when + Irid. is turned on. |
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Digital Glazier 2 for ShaderMagic. Not really a replacement for the
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Digital Glazier 3 for ShaderMagic. Why another glass shader? Because I can. Buahaha! Actually, Digital Glazier 3 renders better (but not neccessarily faster) than the previous two. I'm finally happy with the reflections and background color issues. Plus, I've added back opacity that was missing from DG2. |
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Worn Brick for ShaderMagic. Bricks are mapped according to |
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Worn Brick 3D. Bricks are mapped according to an object's |
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Overshadow shadow-catching shader for ShaderMagic. Catches shadows and reflections. UPDATE: Fix on "virtual camera" coordinates to get rid of artifacts when opacity is less than 1. |
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Woodcut shader for ShaderMagic. Simulates a woodcut print effect. |
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Woodcut (or crosshatch)shader for
Shader-Magic. This is closer to the orignal shader I |
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GraphiCam for ShaderMagic. This shader works |
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Ink, for ShaderMagic. This shader produces ink outlines on your objects. There is also the possibility for simple color shading and texturing. UPDATE: Added Hybrid line mode and "Cap" function for cylinders and cones (see text file). |
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Lamp Shade, a fake lighting shader for ShaderMagic. Allows for the use of 2 virtual light sources, as well as the ability to recieve light and shadows from physical light sources. Also has reflection and fake specular highlights. |
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Causticolor for ShaderMagic. With Causticlor in the color channel, and Caligari's glass or dielectric in the reflectance channel, you can achieve fake caustic effects. |
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Shiny for ShaderMagic reflects the brighter areas in your scene more intensely than the darker areas, giving a more realistic look to highlights and reflections of shiny objects. Good for plastics, polished stone, ceramics, and more. |
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Shiny 2 for ShaderMagic. Works on the same concept of the original Shiny, but allows for better selectivity when filtering bright areas from dark ares. |
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Simple Shiny. Yes, yet another Shiny shader. I've kept it simple this time (hence the name). There are triggers for Bright Mirror, Dark Mirror, and overall Intensity. |
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Lamp Shade 2. This version has 3 light sources and recieves light and shadow from actual lights, just like the original. Gone are the fake specular highlights, replaced by real specular highlights (an actual lightsource must be present). |
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Phog for ShaderMagic. Simulates distance and ground fog. Now, with this shader, you can use volumetric lighting (or other foreground shaders) and fog at the same time. Phog lets you set colors for fog and ground fog (tinted by background color/image or user-specified color) independent of one another. |
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Ink and Hatch for ShaderMagic. This is a combination of my Ink and Woodcut shaders. It has all the features of Ink, with the added woodcut effect in the shaded areas. It works best with a texture in the bump channel, so I've also included two "hatch" images to use as bumpmaps. |
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Stipple for ShaderMagic. Creates a stippling effect in both black and white, and color. |
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HalftoneCam and HalftoneCam 2 for ShaderMagic. Working on the principle of GraphiCam, these shaders allows for nice halftone effects. Be sure to view the "readme" file on how to set up the required camera object. |
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Texture Tweaker and Texture Mixer for ShaderMagic. Texture Tweaker lets you rotate, flip, and perform color correction of image maps, and also can be used as a bump map or transparency map shader. Texture Mixer lets you combine two textures and either blend them or mask them. You can also rotate and flip/mirror the image maps and mask individually. |
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NO ANIMALS WERE HARMED DURING THE MAKING OF THIS SHADER Ivory, for ShaderMagic, is an attempt at simulating... um... ivory. |
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Dynamic Reflection for ShaderMagic. Reflects bright areas in your scene more than dark areas. Better and faster than previous "Shiny" shaders. |
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Digital Glazier 4. Glass shader for ShaderMagic. Incorporates the reflections from Dynamic Reflections. Also renders fast and has new iridescent effect. |
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Knotwood 2 for ShaderMagic. Uses UV mapping to define grain direction. |
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2 new light shaders. Local Lights gives you two virtual local lights to work with. Local and Directional lights has one local light and one infinite light. Both shaders can also recieve light from actual light sources which interact with the virtual light sources. Good for adding fill lighting without having unnecessary specular highlights. Both shaders also incorporate Dynamic Reflection. |
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I made this "Gold" shader |