Softimage Shader Presets

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Max shader presetsAuthor: Maximus
Maximus presents his expanding collection of shader presets. The .xsiaddon contains a toolbar with thumbnail previews (See this image), a custom layout (having that toobar integrated), and Material presets for the Material Manager. Note that for some of the shaders to work, the Enhance XSI Shader collection and/or Daniel Rind's Diffraction shader are required (for both see below). Current version requires installation in USER directory (drag'n'drop does that) for the toolbar to work. For more details and updates see the si-community discussion thread.

local backup: Max_Shaders.xsiaddon

Discussions regarding Materials, Material-Compounds or Shaders, etc.
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bottleofram
Posts: 355
Joined: 17 Aug 2010, 11:21

Re: Softimage Shader Presets

Post by bottleofram » 08 Aug 2011, 15:21

Thanks for your shaders, Max!
Hirazi Blue wrote:
Ramon wrote:Why not work with my workgroup?
The easiest way to get this to work in a workgroup would be replacing all the "$XSI_USERHOME" strings in the toolbarfile with the ending ".xsitb" in a text editor by the string of the actual path to the workgroup you've installed it in...
;)
Just a note, Hirazi's suggestion is a reasonable one and it works but it will still get you a texture path error since those are defined in preset files. There aren't many of them that have a texture but it would still require some work to fix them all.

caledonian_tartan
Posts: 253
Joined: 17 Feb 2010, 15:13

Re: Softimage Shader Presets

Post by caledonian_tartan » 23 Aug 2011, 09:31

i manually added a line to the setenv:

set WG_Path=\\3d01-xp64\SOFTIMAGE\SI2011_WORKGROUP

with that i can simply use links to my workgroup like with the userhome variable...
(XSIUtils.Environment("WG_Path"))



Now i just replaced all XSI_Home inside Max Shaders.xsitb with WG_Path and everything works in a workgroup.
Last edited by caledonian_tartan on 27 Feb 2012, 14:59, edited 1 time in total.
SI 2015 @ WIN7-64

jonatas
Posts: 6
Joined: 12 Jun 2009, 14:02

Re: Softimage Shader Presets

Post by jonatas » 13 Dec 2011, 23:03

This is away to cool.
I'll try them today.


(I'm replying just now because I don't do any 3D in a while)

adinnin
Posts: 1
Joined: 31 Aug 2011, 13:03

Re: Softimage Shader Presets

Post by adinnin » 15 May 2012, 12:57

Does this only Work on 2012 ??

is there any chance you may have an old vers for 2010 ?

Alex

artmanphil
Posts: 19
Joined: 28 Mar 2011, 12:03
Skype: artmanphil

Re: Softimage Shader Presets

Post by artmanphil » 29 Oct 2012, 11:49

They look gorgeous! I like the rough metals the most.

But you should change the links to most of the textures, since only marble_red_diff and _refl are linked correctly. Is there a way I could change it myself?

artmanphil
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Skype: artmanphil

Re: Softimage Shader Presets

Post by artmanphil » 16 Jan 2013, 11:59

No preset really works - using 2011SP1 - is this a compatibility problem?

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Maximus
Posts: 997
Joined: 09 Jun 2009, 15:45

Re: Softimage Shader Presets

Post by Maximus » 16 Jan 2013, 12:55

artmanphil wrote:No preset really works - using 2011SP1 - is this a compatibility problem?
Yes they were packed as 2012 sp1, so they wont work with 2011.

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Tenshi
Posts: 8
Joined: 14 Jun 2009, 21:36
Location: CL-EC

Re: Softimage Shader Presets

Post by Tenshi » 29 Aug 2013, 07:00

Maximus wrote:
artmanphil wrote:No preset really works - using 2011SP1 - is this a compatibility problem?
Yes they were packed as 2012 sp1, so they wont work with 2011.
But they work really well on Softimage 2013SP1, so thank you Sir! :ymapplause:
Maybe a little update? hehe.

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Rork
Posts: 1342
Joined: 09 Jul 2009, 08:59
Location: Close to The Hague, Netherlands

Re: Softimage Shader Presets

Post by Rork » 29 Aug 2013, 09:43

well....

create a whole bunch of awesome materials, send them to MAX and maybe he'll implements them in the next update... ;)
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ