Expand the variety of material definition to go beyond the Ambient, Diffuse, and Specular constraints.
Using this collection of shaders you can define the object's material according to real life physical phenomena such as the oil Thin-Film diffraction or the Anisotropic effect typically visible on the bottom of a pot or on the aluminium surface of your stereo knobs.
Furthermore, you can simulate silk, give a wire frame look to your shaded object, control the shape of the specular highlight and lots more.

PT_TirolMat
PT_ChooseLight
PT_Anisotropic
PT_SetaMat
PT_ThinFilm

PT_NewLambert
PT_BackFace

PT_Wire
PT_ReflectionMultiPass



PT_TirolMat

PT_TirolMat:
Material shader to locally change the value of the specular decay without assigning a local material or texture.
 
PT_ChooseLight

PT_ChooseLight:
Material shader to specify which lights
contribute to diffuse and/or specular illumination components of the standard phong shading.
 
PT_Anisotropic

PT_Anisotropic:

Material shader to create light effects such as those strange triangular reflections of light appearing for example on the bottom of pans or knobs.
 
PT_SetaMat

PT_SetaMat:
Material shader for simulating silk fabrics. It adds a desaturation parameter to the standard Softimage Velvet shader.
 
PT_ThinFilm

PT_ThinFilm:
Material shader to simulate the effect of light reflecting on surfaces with a thin film coating.
 
PT_NewLambert

PT_NewLambert:
Material shader to change the behaviour of normal diffuse shading by considering the roughness properties of the material.
 
PT_BackFace

PT_BackFace:
Material shader to assign a different material to the back face of a model.
 
PT_Wire

PT_Wire:
Material shader to create the wire frame render effect with the shaded render.
 
PT_ReflectionMultiPass

PT_ReflectionMultiPass:
Material shader to make only the reflected/refracted rays visible, used to create an imege showing only the reflection/refraction pass.