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r|shaders is a collection of procedural shaders for 3ds max. The 1st release named "Core Zero" will be the foundation version and it will includes 8 different shaders to give the possibility to create many kinds of natural surfaces.
Actual release includes the following shaders: Ice, Ocean, Sand, Snow, Ice Land, Snow Land, Magma and Ground. Majority of it was developed during R&D phases on commercial international projects like movie blockbusters, videogame cinematics, commercials etc. etc.
r|shaders user interface is simple and will expose complex procedurals network to the artist thought "natural" parameters. With rshaders, users can simulate a lot of natural surfaces using sigle shader or mixing more of it to create, for example, some snow area at cold temperature that can seems like ice. Rendering time, even at high resolutions, are generally very low. Actually it is compatible with Scanline Render and Mental Ray, plus general support for 3rd party products like V-Ray, FinalRender, Brazil R/S and NodeJoe/Slate.
r|shaders core zero is a scripted plug-in written using MAXScript. Core Zero release will be followed by Core Next release that will be written using MetaSL, to be used natively in Mental Ray, to add more complex features like new and more realistic procedural algorithms, realtime visualization, etc.etc.
r|shaders core zero can be installed on Autodesk 3ds max 2009 / 2010 / 2011 / 2012, (both 32/64bit). r|shaders is a collection of procedural shaders for 3ds max. The 1st release named "Core Zero" will be the foundation version and it will includes 9 different shaders to give the possibility to create many kinds of natural surfaces.
* Single License - Can be used on Single Workstation Only.
* Site License - Unlimited Licenses
Download the Trial Version - Link
FEATURES
ICE SHADER
Shaders ice is a procedural shader able to create realistic iced surfaces. It can be used alone or in a sub-material channel to achieve complex effects like snow covering objects in the scene with some frozen areas.
In general parameters you can find stuffs like the color/purity control, a simple complete color corrector tool to work on brightness, saturation and a color variation parameter. To mantain under control the over-exposure problem for a near white surface like that, you can change the diffusion and roughness value of the shader. The user can controls the light reflectance over the surface controlling the algorithm to be used, the intensity, the glossiness, the index of refraction, the presence of crystals and less iced zone, and the output color of the rays intersecting the ice.
The internal bump system can controls the effects in a different way for the lighted and shadows area, achieving realistic effects like perturbations and cracks over the surface. The user can be able to add a custom bump map layer also. The shader has the possibility to activate a custom displacement map given by the user. The user can have complete control over the reflection, refraction and light scattering in a very simple way.
OCEAN SHADER
rShaders Ocean is a procedural shader able to re-produce realistic sea, ocean, and complex water surfaces. In the general parameters you can find features to tweak the color of the water and complex optical fx due to the interaction between light and the density of the water.
A simple but complete set of parameters gives the possibility to control the glittering fx over the surface and the underwater look when the camera in under the water plane watching outside. A complete procedural foam generator is under working and will be released soon.
The peturbation of the water surface can be simulated by using different waves, swells and micro-perturbation, as bump fx or displacement map generator. The user can control the speed and the direction of the wind, but also a variation of the perturbation map. The user can decide which kind of wave generator must be used.

SAND SHADER
rShaders sand is a procedural shader able to create realistic or fantasy desert environment or surfaces with sand like dunes or beach. It can be used alone or in a sub-material channel to achieve complex effects like natural environment with desert area and normal ground area with plants, rocks etc.
In general parameters you can find features to control grain size, brightness, contrast and saturation to powerfully controls sand color. Artists can find two added sand layer to create better look for the sand texture, so he can add custom bitmap/procedural maps or use the internal sand editor to create custom sand textures. User can controls light interaction between environment lighting and sand surface. Complete features controls specularity, simulate grainy specular, sun reflectance and light diffusion. The shader has the possibility to activate a custom displacement map given by the user, or use the internal dune displacement features.

SNOW SHADER
rShaders Snow is a procedural shader able to re-produce realistic snowly surfaces. It can be used alone or in a sub-material channel to achieve complex effects like snow covering objects in the scene. It is very fast to be rendered and contains a lot of simple parameters to obtain maximum control over it.
In general parameters you can find stuffs like the color/purity control, a simple complete color corrector tool to work on brightness, saturation and a color variation parameter. To mantain under control the over-exposure problem for a near white surface like that, you can change the diffusion and roughness value of the shader. The specularity of the shader is controlled and tuned by a crystallization simulator but the user can change par of the base glossiness and specular level to maximize the configuration possibilities.
ICELAND SHADER
IceLand shader is a different ice material, useful to simulate iced land or environment. It can be used in a mixed material with Ice shader to create more complex results.
User has the possibility to controls general shading parameters as diffuse, roughness and specularity values. color variation are controlled by intensity, tinting and color correction over RGB channels. The surface can have glaced areas and cracks over the mesh, a useful fake sub surface scattering control panel gives the possibility to simulate ice translucency in a fast and simple way. A complete toolset of parameters to control snow bump, snow accumulation, cracks, fracture displacement, terrain elevation and many others is present with a lot of customization possibilities.
SNOWLAND SHADER
SnowLand shader works in a similar way as IceLand. It has been developed to controls various details of a complete ice/snow environment. User can controls shading properties, rock presence, (with all the details needed to control the mineral mixture), color variation controlled by HSL saturation, brightness, contrast, offset and gain over RGB channel. The light interaction panel gives the possibility to control light scattering thru the surface and the snow shiness.
GROUND SHADER
Ground shader gives the possibility to simulate different ground surfaces using a procedural approach. Users can controls specularity and color variation using a complete color corrector working on hue, saturation, brightness and contrast. You can change the procedural scale and add or remove mineral presence percentage, adding custom ground textures blending it with the ground shader default diffuse. User can simulate wet effect too, adding a wet map and controlling its amount of visibility and reflectance level.
MAGMA SHADER
Magma shader is useful to simulate certain lava effects. user has the possibility to control lava scaling, heat percentage that will vary the fluid/solid lava proportion in a procedural way. Separated color controls gives the possibility to change the fluid lava and solid lava look using hue, brightness and contrast. Using a custom map the fluid/solid presence can be changed and the map can be blend, masked or cover the internal procedural algorithm. Lava animation is controlled by amount of motion, direction and phase.

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