NVIDIA Shader Libraries

The shaders provided with standard libraries from NVIDIA are meant for use with the mental ray renderer.

Note: In the NVIDIA libraries, the names of base shaders have the prefix “mib_” and the names of contour shaders have the prefix “contour_”. These prefixes don't appear in the 3ds Max user interface or in the table that follows. (Names of physics shaders have no conventional prefix.)

The following table lists the NVIDIA library shaders provided with 3ds Max.

Tip: When you follow a link to the documentation for NVIDIA library shaders, scroll up a bit in your browser. The links tend to go directly to the shader's declaration code, and often there are some introductory paragraphs directly above the code. If the link goes to the beginning of a section, scroll down instead.
Shader
Ambient/Reflective Occlusion
Combi Contour
Contour Composite
Contour Contrast Function Levels
Contour Only
Contour PS (PostScript)
Contour Store Function
Curvature Contour
Depth Fade Contour
Dielectric
Factor Color Contour
Layer Thinner Contour
Light Infinite
Light Point
Light Spot
Opacity
Parti Volume
Photon Basic
Reflect
Refract
Shadow Transparency
Simple Contour
Texture Remap
Texture Rotate
Texture Wave
Transmat Photon
Transparency
Two Sided
Width from Color Contour
Width from Light Contour
Width from Light Direction Contour
Note: You can also access the NVIDIA shader help by choosing Help Additional Help, opening the mental ray 3.9 Reference, and then highlighting "mental ray Shader Reference" on the Contents panel.