3ds Max Shaders for Stingray - Part 4 - Custom Shader @Autodesk3dsMax
3ds Max Shaders for Stingray - Part 4 - Custom Shader  @Autodesk3dsMax
Uploaded February 2017 | Updated September 2026, 3 weeks ago
In this movie, take a look at creating a custom DirectX Shader from scratch. This means that you will be creating a complete shader tree yourself without relying on the preset that 3ds Max has to offer. This gives you full flexibility over the shader definition and what’s more, the end-result is guaranteed to be 100% compatible with Stingray.
Level: Intermediate
Recorded in: 3ds Max 2017.1 & Stingray 1.6
Files Used: areadownloads.autodesk.com/wdm/3dsmax/HTM-INT_directxshader.zip

This tutorial is intended for use with 3ds Max version 2017.1 Update or higher.

► For additional learning content visit AREA by Autodesk | http://autode.sk/AREA3dsMaxTutorials ► Visit AREA by Autodesk to find answers to your questions on our forums, showcase your work in the gallery, read blogs written by the creators of 3ds Max, and find more learning content. | forums.autodesk.com/t5/3ds-max/ct-p/area-c1
3ds Max Shaders for Stingray - Part 4 - Custom Shader3ds Max - MCG - Creating a Clone Modifier - Part 3 - UI CustomizationAn introduction to Smart Bevel in 3ds Max 20273ds Max - Controlling Texture Quality in Viewports3ds Max Getting Started - Lesson 12 - Polygon Modeling Part 1Autodesk Media and Entertainment Community TalksUsing 3ds Max Design with Civil 3D - Part 06 - Creating an Alignment3ds Max - MCG - Using Compounds3ds Max Getting Started - Lesson 15 - MaterialsProduct Visualization in 3ds Max: Arnold Render Settings – Lesson 4 / 15Using 3ds Max Design with Civil 3D - Part 15 - Creating Swept Objects3ds Max - MCG - Modeling a Baseball
Autodesk 3ds Max Learning Channel |

3ds Max Shaders for Stingray - Part 4 - Custom Shader

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER