What's new in version 26.0+


A physical wavelength shader that computes fire, sky or rainbow colors

   Multi Math

A fast scalar math shader. It has multiple inputs and does not evaluate inputs if it assumes that it will not make any difference to the output.

   Object Distance

Calculates the distance from an object to the shading point.

   Falloff Primitive

This shader create spherical or cubic falloffs at a defined location.


   Mesh Distance (MRay only)

MentalRay only!

This shader returns the distance to a polygon mesh.
It can get very slow the more polygons you have.

You can use it in two different ways:
  • A) With the mesh of the object itself:
    If you apply the volume shader to an object, then you can clearly see the rim of the volume. Usally a hard line, angled due to straight polygon edges.
    If you use the mesh distance, you get a nice falloff.
  • B) With the mesh of a different object.
    You can mix textures based on the distance to a different object. e.g. an object passing an energy shield.
    Or for the volume density: Add density around an object, remove density if an object passes the volume...
    You can also create booleans with this shader.

   Fluid Shader

  • Render fluid cache files inside Softimage or Maya
  • Render emFluid inside Softimage or Maya
  • Load fluid cache files from Maya or Blender
  • Support for simulated texture coordinates
  • Polygon BBox
  • Fluid intersection computed once and cached.
    Multiple attribute shaders do not slow down the fluid.



This is an procedural object for Softimage.
It is able to load particle caches and creates a polygon hull for them.
You can apply the particle shaders the same way as you apply them to ICE particle objects.

   Volume Arnold

A simple Volume shader that can be used with the fluid shader.
(For MRay, just use my particle volume that is build into Softimage)