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Texture Shaders - Arnold for 3ds Max

Below is a list of textures available in MAXtoA:

Camera Projection

This shader performs camera projection of an image over an object.

Cell Noise

A cell noise pattern generator with options that can be used as an input to several other shader nodes to produce various effects. This is useful for creating many real-world patterns e.g. marble, granite, leather, etc.

Checkerboard

This shader represents a checkerboard pattern.

Image

The image node is a color shader that performs texture mapping using a specified image file. You can control the position, size, and rotation of this frame on the surface.

Note:

Consult the 3ds Max 2024 Color Management in the 3ds Max documention for information on using color spaces with Color Management. MAXtoA passes on all color management information from 3ds Max to Arnold for rendering by handing over the entire OCIO configuration for rendering.

Noise

This is a shader that evaluates a coherent noise function (potentially summed over several octaves, giving fractal noise, sometimes known as a turbulence function).

Physical Sky

This shader implements a variation of the Hosek-Wilkie sky radiance model, including the direct solar radiance function. You can plug it into the environment, or to the color input of a Skydome light (which benefits from efficient importance sampling, sending more rays to bright areas around the sun), or add it directly as an environment shader.

physical_sky parameters

Ramp

These shaders provide a gradient ramp for RGB output and a spline ramp for float output. As points are added, edited, or deleted on the curve or gradient, corresponding inputs are created dynamically for the position, color (or value), and interpolation.

ramp_float ramp_rgb

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