Finally added bent normals support =) Separate materials for blurred versions and a separate post effect for normals
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Dispersive & glossy glass. Requires RealMan. Still missing absorption and specular.
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Real DOF. Slow, doesn't work with post blurred GI, doesn't use camera controls.
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Easy to use environment map material with extensive controls. Supports lat/long and probe maps.
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Renders occlusion based soft shadows for selected lightsources. Especially useful for distant lights.
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Two iridescent materials. Not really production ready but I quess they could be of use in some cases.
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Glass material with (beer) absorption, fake fresnel and blurred reflections/refractions that affect caustics.
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Simple toon shader that should basically work together with all shaders. Just don't use it with area lights or GI...
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Renders shadows to their own channel and removes them from the normal render. Basically allows you to play around with shadows in post.
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A lousy SSS fake. Might work well enough for wax-like materials.
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X-Ray material. Basically a normal fog material with stochastic sampling and blurred transparency.
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