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90 Cards in this Set

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Fur Density Map
This CVEX shader modulates the “furdensity” attribute based on the luminance of a texture map.
Fur Style
This CVEX shader styles curves generated by the Fur SOP and Mantra Fur Procedural to look like natural fur.
GLSL Normal Map
This shader is used to render a bump mapped surface.
GLSL Tangent Space Normal Map
This shader is used to render a bump mapped surface.
Generic Displacement
Implements a generic displacement shader.
Generic Fog
Implements a generic fog shader.
Generic Interior
Implements a generic interior fog shader.
Generic Light
Implements a generic light shader.
Generic Output
Implements a generic output shader.
Generic Shadow
Implements a generic shadow shader.
Generic Surface
Implements a generic surface shader.
Mantra: Delayed Load
Replaces the object with the contents of a file at render time.
Mantra: Fur Procedural
Creates a set of hair-like curves across a surface at render time.
Mantra: HScript Procedural
Runs an HScript for each point on the object’s geometry and instances the geometry output by the script at that point.
Mantra: Image3D Procedural
Generates an iso-surface from a 3D texture image (.i3d) file.
Mantra: Image3D Volume Procedural
Replaces object’s geometry with a volume primitive read from a 3D texture (.i3d) file.
Mantra: Program Procedural
Runs an external program to generate geometry at render time.
Mantra: Sprite Procedural
Renders points as sprites, small textures that are always normal to the camera.
Mantra: VEX Volume Procedural
Render a volume from fields created by a CVEX shader.
Merge Co-Shader
Merge multiple co-shaders for output.
Output Shaders
Collects shaders for output.
Point Instance Procedural
The underlying procedural when using Fast Point Instancing with the instance render parameters.
Properties
Attach its properties to any objects that have the shader assigned.
Pyro 2
Flexible, production-quality fire and smoke shader.
Select
Select which shop to use for rendering based on valid render types and expressions.
Subnetwork
The Subnet shop is essentially a way of creating a macro to represent a collection of shops as a...
Switch
Switch shops based on a single expression.
VEX 3D Texture Cloud
This surface shader uses a 3D texture image to generate clouds.
VEX 3D Texture Fog
This fog shader uses a 3D texture image to generate clouds.
VEX ASAD Light
ASAD Light - All Singing And Dancing Light Shader This shader simulates a point or cone light source.
VEX Ambient
Ambient Light Source.
VEX Attenuated Light
An attenuated light source.
VEX Attenuated Spotlight
An attenuated cone light source.
VEX Blur Shadow
The blur shadow shader generates soft shadows by sending out multiple shadow rays.
VEX Brushed Aluminum
This surface implements anisotropic shading based on the lighting model by Greg Ward.
VEX Burlap
This displacement shader simulates rough cloth like burlap Texture coordinates are used.
VEX Cartoon
This shader colors like a cartoon.
VEX Choppy Water
This shader gives the appearance of choppy waves.
VEX Clay
The clay shader uses the Oren-Nayar diffuse lighting model to simulate very rough surfaces.
VEX Collada Shader
The collada shader is used when importing collada files.
VEX Constant
This shader will constant shade a surface.
VEX Corrugated
This displacement shader simulates corrugated material (like cardboard or metal.
VEX Decal
This surface shader generates a plastic surface which has a texture map modulating the diffuse at...
VEX Displace Map
This shader will displace the surface geometry based on the luminance of the texture map.
VEX Distant Light
Simulates a distant attenuated light source.
VEX FBX Shader
The fbx shader is used when importing fbx files.
VEX Fluffy Cloud
This shader is used by the i3dgen program (or the 3D Texture output driver) to generate a 3D texture map.
VEX Fractal Dent
This shader generates creates a dented surface The rest position attribute is used if it exists.
VEX Gingham Checks
This shader will generate gingham checks (like a gingham tablecloth).
VEX Glass
The glass shader simulates a transparent, refractive surface.
VEX Global Illumination
This light source can be used to add some global illumination effects.
VEX Hair
This shader is based on the illumination model presented in 'Fake Fur Rendering', Siggraph Proceedings 1997.
VEX Krinkle
This shader gives the appearance of crinkled up paper which has been unfolded.
VEX Lit Fog
This fog shader computes lit fog by marching a ray from the eye to the surface being shaded.
VEX Matte
Occludes geometry behind the surface being rendered.
VEX Meta Cloud
This shader is used by the i3dgen program (or the 3D Texture output driver) to generate a 3D texture map.
VEX Metal
Simulates a reflective metallic surface.
VEX OpenGL Material
This shader is used to represent an Open GL material.
VEX Path Tracer
The pathtracer shader is used by PBR rendering.
VEX Photon Tracer
The photontracer shader is used to generate photon maps in mantra.
VEX Plastic
Simulates a plastic surface.
VEX Point Light
A point light source.
VEX Polka Dots
This shader generates polka dots.
VEX Riverbed
This shader gives the appearance of a dried up riverbed.
VEX Shadow
The rayshadow shader generates shadows based on one of four different techniques.
VEX Shadow Matte
The shadowmatte shader generates an alpha image that stores screen-space shadow information for later compositing.
VEX Soft Toon
This non-photorealistic shader shades the surface facing away from the light, allowing detail to be seen in shadows.
VEX Super Material
Phong, Blinn or Cook shading models use all three aspects of the material: ambient, diffuse and specular color.
VEX Uniform Fog
This generates uniform fog.
VEX Volume Cloud
This volume shader will shade volume objects as if they were fog. The density value will be used as the thickness of the fog at each point.
VEX Volume Fire
This volume shader will shade volume objects as if they were flame. The density value will be used as a lookup into a color shading ramp, provided it lies within a certain range.
VEX Window
Simulates light streaming through a window.
VEX Z-Depth Fog
This fog shader computes the coverage based on an ease-in ease-out curve between the near and far clipping planes.
VEX Z-Map Fog
A fast volumetric light shader.
VOP CVEX
Container for a CVEX shader implementation.
VOP RSL Displacement
Container for an RSL displacement shader implementation.
VOP RSL Imager
Container for an RSL imager shader implementation.
VOP RSL Light
Container for an RSL light shader implementation.
VOP RSL Surface
A shader node containing a RenderMan surface shader VOP network.
VOP RSL Volume
Container for an RSL volume shader implementation.
VOP VEX Displacement
Container for a VEX displacement shader implementation.
VOP VEX Fog
Container for a VEX fog shader implementation.
VOP VEX Image3D
Container for a VEX image3d shader implementation.
VOP VEX Light
Container for a VEX light shader implementation.
VOP VEX Photon
Container for a VEX photon shader implementation.
VOP VEX Shadow
Container for a VEX shadow shader implementation.
VOP VEX Surface
A shader node containing a surface shader VOP network.
Material
A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and property shaders.
Material shader builder
A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and property shaders for RenderMan.
Material shader builder
A higher-level shader that can contain one or more sub-shaders, such as surface shaders, displacement shaders, and property shaders.