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