Shader Description

Color switcher

Create one single render tree for all XSI passes.
Set different shaders for different framebuffers.
Full frambuffer support for reflections and transparencies
Don't loose transparency, bump, displacement or Spec.
Share textures, colors and fractals between multiple passes/framebuffers

Ray Length

This shader returns various ray lengths.
- total ray length from the camera to the surface, including reflections and refractions.
- next raylength (thickness), refractive or reflective.
- Occlusion inverted occlusion (Edge).
It supports transparencies in objects.


A slow raytrace SSS shader which does not use any cached textures or point clouds.


Add flake support for your shaders.


A simple phong-like shader with different specular highlight settings.


A lens shader for mental Ray to catch the render issues with black NaN dots.

RGBA combine

Don't waste your render time and HDD space with rendering monochromatic RGBA images like Ambient occlusion.
Put different textures/shaders into each RGBA channel. Save time and space.


Depth of fields shader.
Better, more control, more features, a bit faster.

Shadow falloff

Shadow shader with falloff.

Color Mixer

Two color mixer.


This shader warps your texture coordinates based on an input texture.


At its base it relies to worleys cell shader, the same as you have in XSI, but only at its base...
There are a lot more parameters to tweak.


At its base it is the default 3D perlin shader, with fractalsum and turbulence, but It is changed into a 4D Perlin.
The 4th dim. is time. If you animate the time, one time unit changes the fractal the same as one UVW coordinate.
With filtering (Self-AntiAliasing), distortion, and plasma effect.


A new light shader. It has two new features compared to the default XSI light. You are able to set a colored gradient instead of the default bright to dark falloff. Then it has a parameter to speed up area light rendering. It could speed up your rendering by 20-30%.


ClampRange clamps the input color/scalar into the ranges you set in this node. If you do mathematical operations in the render tree (intensity, multiply), you sometimes get negative values or values higher than 1. If you out-of-range values into the mix input or the transparency of a illumination, you sometimes get wired results...


This is a simple modulus operator. You can use it too loop some values. If you are scripting, you probably know this mathematical operator. If you divide one number by another, modulus returns the remainder of this divison.


Same as the XSI shadow shader, but this shader is able to get colored shadows. e.g if you have blue sky and a yellow sun, your shadows would be blue from the sky. Multiply the result of the shader with the background.


Use this shader if "primary/secondary rays" and "ray type switch" is not enough for you to hide objects from other objects. Simply plug your material into the color input of this shader and let this shader do all reflections/refractions in your scene.


Oily_Specular can be compared to a gradient for the the highlight or lambert shading.
Supports gradient colors or physical iridescence, illumination by light or reflection and Lafortune specular intensity.


This shader is similar to the XSI Flat shader. XSI's flat shader does not support translucency, this shader does. With this shader the object has no shading, it is as bright as all light that hits the object. It is very useful to simulate materials with a lot of scattering; Objects, that have not a lot of shading. Like dust, snow, clouds.