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Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail:

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

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8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.


Natural:shaders for 3ds max by rebelThink.

PENdzel 2004-10-18 00:00 article  > Review

Usually, when we already modeled our scene and set realistic lightning, there is a hard to solve problem - preparing realistic shaders. Especially, when we try to create some artistic work or we are working on movie postproduction.

For example, it is very hard to make correct shaders and draw textures of volcano full of magma. But, thanks to rebelThink and its first commercial product - Natural:shaders, we are not alone in fight with shaders. As far rebelThing prepared only 3dsmax version of this plugin - but we hope, that in short time they will publish NatShaders for Maya and XSI. Natural:shaders work with renderers based on QMC technology - Final Render, Brazil, Vray and as far are not available for Mental Ray.

After instalation we are able to use a package of procedular shaders: NatRock, NatSand, NatMagma, NatIce, NatSnow, NasSea. Natshaders' engine is very simple but powerful. All function needed to characterize physical parameters are available, but user should not have problems with learning them. This clarity of functions makes this plugin very useful. And final effect is amazing, what you can check by looking on renders from rebelThing gallery.

In my opinion this package of procedural shaders is perfect for all those, who want to make realistic and beautyful work in short time.

Below you can find all features of each shader:

- Presets management
- Rock Color (A and B) control over 2 base color of the rock surface
- Procedural variation control
- Specular & reflectivity control
- 2 Mineral grain presence control (give the possibility to create many different kinds of surfaces, they reproduce the irregularity of the surface of a rock)
- Grain color, visibility, size and balancing
- Custom mask to control the mix of the grain levels
- Hole grain control
- All parameters can be animated
- Metal vein simulation controls
- Simulation of the presence of crystallization of a mineral on the rock surface
- Holes bump & displacement controls
- Custom displacement map channel
- Custom bump map channel

- Presets management
- Base color of the desert
- Hue, Brightness, Saturation
- Color irregularity
- Sand reflection controls
- Simple dunes control
- Wind erosion
- Dune animation
- All parameters can be animated
- Powder controls
- Irradiance simulation, control over color, percentage and shadow irradiance distribution
- Displacement custom map channel.

- Presets management
- 2 Magma type simulation : it controls the typology of magma you can use, 'Solid' or 'Fluid'
- Scale and orientation controls
- Motion and variation over time control
- UVW Map/Object XYZ mapping type
- 3 color levels controls : Solid, Melt, Bright
- Heat amount and distribution (a custom map can be used to control the melting level)
- Stretching amount
- All parameters can be animated
- Autodisplacement controls

- Presets management
- Ice base color
- Ice shadow color (sss simulation color)
- Index of refraction
- Reflection amount
- Filter color advanced controls
- 2 type of ice simulation : 'Glacier' is the typical 'Iceberg' ice shader, 'Pure' is more similar to an ice-cube
- Purety control
- Custom vein map used to mix the 'Glacier' and 'Pure' shaders
- Air bubbles controls to add the precence of bubble into the iced objects
- Primary & secondary roughness control
- Custom roughness map channel
- Roughness Mask
- Auto displacement
- All parameters can be animated
- Custom displacement map channel

NATSNOW - Presets management
- Snow color
- Hue variation/Brightness/Saturation
- Dirty snow simulation
- Melting snow simulation
- Snow Reflection Level
- Snow granularity control
- Dirt custom map to control the dirt presence and color
- Melt map to control the melt amount using a custom map
- All parameters can be animated
- Irradiance simulation, control over color, percentage and shadow irradiance distribution
- Bump custom map channel
- Displace custom map channel.

- Presets management
- Water color
- Glitter color, amount and amplitude
- 2 transparency type and controls
- 3 wave types (ripples, lesser waves and greater waves) : all 3 types can be layered over the sea surface
- Common wave control : amount, scale, details, animation, orientation
- Wave displacement
- Reflectivity control with near & far parameters
- Environment settings
- Underwater sss simulation controls (refraction, murkiness, underwater color, visibilty control)
- Underwater rendering control
- Procedural foam simulation
- Custom foam maps channel to controls the amount and the coverage over the water surfaces
- All parameters can be animated
- Foam animation control

Best Regards,
Evermotion Team

Author: PENdzel
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