Free Shaders - Page 1

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See the notes on the Free Shaders Intro Page concerning the download and use of these shaders.

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BLOOM

Bloom is to be used as a layered shader with other materials since it does nothing except calculate a specular highlight. It divides the highlight into bands, with different colours and intensities being assigned to each band, allowing for a variety of effects (the outer edge can be brighter than the center, or a halo can be created around the highlight, or the highlight can be metallic at the edges and not in the centre, etc).

The sample image shows normal tS shaded spheres in the top row, while below are the same materials with the Bloom shader added.

Although called Bloom, the effect of this shader remains on the surface of the object (post-procesing bloom effects give the appearance of a glow which leaves the surface of the object).

Ordinary tS materials on the top, and with Bloom added on the bottom.

Some sample materials, comparing renders with and without the Bloom shader.

ShaderLab 1 version : Last Modified 7th March 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

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CATCHER

This shader lets you create a “catcher” object to create shadows (or light areas) and/or reflections onto a background image.

Catcher creating reflections and shadows.

The water and landscape are a TGA  rendered from Terragen, used as a background image

  The cube is a tS object, with another cube to catch the reflections and shadows on the water.

Of course, your trueSpace objects can be something much more interesting than just a plain coloured cube!

The shader can simply lighten or darken the background image to create the shadows, or it can blend the colour toward the colour shader, allowing you to blend the shadow colour to match those in the background image.

Bump maps can be applied to the catcher object so that reflections need not be smooth. The catcher object can hide truespace objects that are behind it, allowing objects to appear from behind a building or from under water, etc.

The shader will catch Shadow Mapped shadows, so that shadows can have soft edges, as well as Raytraced shadows.

No external compositing is required, so you don’t need to do multiple pass rendering (unless you want to!), and it will work just as well in an animation as it will in a still image.

Again, the background landscape (including the ground) is an image rendered from Terragen, used as a background image in trueSpace.

Here, the colour of the shadow was controlled by the Colour Shader on the catcher object, so that it matches the reddish tint of the Terragen shadows.

Catcher creating coloured shadows.

ShaderLab 1 version : Last Modified 9th August 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

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CLOUD MARBLE 2

This shader consists of two parts, Colour and Displacement. The code is a direct port from the  C++ source of the excellent MBA Cloud Marble, as Mark Allen, author of the MBA Cloud Marble shader, was generous enough to make the source open for anyone to study and use.

Along the way I’ve added more options, such as independent control over the type of noise used for base and vein, stretching or compressing the noise in the x, y and z directions separately, and separate animation of the base and vein noise without keyframing.

The displacement version is entirely new to trueSpace - since this matches the colour shader exactly, you can combine the two for a variety of interesting effects.

Cloud Marble colour shader materials

Some sample objects with the Cloud Marble 2 colour shader (including the water and sky).

Cloud Marble colour and displacement together

Some sample objects with the Cloud Marble 2 colour and Displacement shaders.

ShaderLab 1 version : Last Modified 29th Jan 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

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