Shader Utilities Documentation
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner | Bitmap
Shader Utilities Pro (SU Pro) is a tool to create all kinds of shadings within a scene. Part of the tool is a converter, which converts foreign shadings to A&D material. SU offers the possibility of using parameters like AO and Round Corners globally on all shadings. There are 3 selection criteria for doing this: The latest addition is the Sample Curve Technology used to optimize the Sample-Types, AO, Reflection and Refraction globally for an entire scene or all materials. This has major advantages
Convert Materials
There are 4 types of foreign material to convert to A&D material. Here you can decide if you want to convert all materials in a scene or only materials from selected objects.
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not mr: ( at Vray 2.x ) + ( Old Shaders )
Activates the VRay conversion, in which colors, reflections and refractions are applied. Is compatibel with Vray 2.x: VrayMaterial, Vray2sided, VrayBlend, VraySimbiont, VrayOverride, VrayFastSSS, VrayFastSSS2, VrayHair, VrayLight and VrayWrapper.
Activates the DGS, Standard, Raytrace and Architectural Material conversion, in which colors, reflections and refractions are applied.
A&D to IBL
put a TH-Generic as copy from A&D Material in the Shadow Slot of the mental ray connection.
IRay Material
Activates the A&D Material conversion to iRay Material, in which all Parameteters are applied.
MetaSL Materials
Activates the MetaSL conversion. This convert a MetaSL Material to a TH-Material with all Parameters.
TH-Materials
Activates the TH-Material conversion. This convert a TH-Material to a MetaSL Material with all Parameters.
Blend Shader
All these container materials are recognized in conversion: Blend, Composite, DoubleSided, MultiMaterial, Shellac, Shell, TopBottom
mental ray Shader
All of these shaders can be globally adjusted: mrArchMaterial, CarPaint, SSSFastSkinPlus (from Masterzap), BumpCombiner, DisplaceCombiner, MattePassesPhen (from Jonanthan Baecker), MatteShadowReflection, mental_ray, Material_to_Shader, Composite Map, Raytype_Switcher, TH Material´s
TH Materials (advanced Pro Materials)
100% Revit kompatibel.
Generic, Ceramic, Hardwood, Concrete, Masonry CMU, Metal, MetallicPaint, Plastic Vinyl, Porcelain SSS, Stone, Wall_Paint, Glazing, Solid Glass, Water, WaterVUE
Values
Actviate Values to adjust the shaders.
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Shaders
Actviate Shader Types.

Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
I-Button remove all incompatible Maps
Remove all incompatible Maps, for example the Vray-Maps.
R-Button remove all Autodeks Map.
Remove all Autodeks Map. Good to clean imported Scenes from Revit.
Clean DWG Import
Remove Layer by Wirecolor, Remove Blocks .... This Function need you bevor you convert all Material in a Scene.
Reset Material Editor
Reset Material Edtior to A&D Material.
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
Reflection/Refraction Samples Curve
The Sample Curve serves to create a continuous distribution of the Glossy Reflection/Refraction Samples. On the basis of the Glossy + Anisotropy values, the sample quantity is calculated. As a result, there isn't any more material that has too few (grainy) or too many samples (longer render time). Imported objects receive the existing shading quality of the scene instantly. For this there are again two limit values with which one can substantially shorten the rendering time. Threshold Zero-Samples: the sharper a reflection is, the fewer the samples one needs. Therefore, starting at a certain glossy sharpness, the number of samples is set to 0. Threshold No-Refraction: the more spread out a reflection is, the more samples one needs. Starting at a certain diffusion value, one can barely perceive the reflection. In this case, the reflection is turned off if the glossy value of the material falls below the limit value.


Special Case
When you have a map in the glossiness channel, the glossiness value should correspond to the darkest shade of the Map because the Samples Curve process doesn't analyze the map/picture. Furthermore, the Glossiness-Map should never contain the color black (o,o,o) since this will simulate a never ending distribution and will lead to grainy flaws.
1. real Specular
Real specular Light create a harmonic Energy of speculare Lights. Normaly is the Highlights a fake and it is not real. In the Reality is this a reflection of a real Light. When both Functions is "on", have you double speculares Lights. Please look to the example of Anderson Jacobsen. The Option"real Specular Light" looks how strong is the Reflection of the Materials and decrease the not real specular Light of the Material ( A&D => hlighlight_vs_reflection_balance). Reflectivity_Value + hlighlight_vs_reflection_balance = 1. The Function is for scenes with area Light.
2. Fast Interpolation Samples
This Button activate the Fast Interpolation calculation to optimize the main Samples.
3. main Samples
This activate the Sample Curve Technology for all Button. The Sample Curve serves to create a continuous distribution of Main Samples and Fast Interpolation Samples.
Fast Interpolation Grid
Set the intensity Grid. Higer Values create smooth Reflections. Activate The Button for the heuristic mode, to setup the Grid size automaticly.
Fastinterpolation density
New is "Fastinterpolation density". Bevor had calculate SU Pro the Fastinterpolation at all Materials. The Result was, that sharp Reflection are too smooth, for exampla Chrome. Fast Interpolation is only goos have the Material enough main Samples. The Density-Value is divide with max. Main Samplevalue, for exsample 64/3 = 21,33. Fastinterpolation is only activate, have the Material more as 21 Main Samples. The Result is, that sharp Reflection have no Fast Interpolation.
Treshold no Samples
Shows the Limitglossy value of the reflection. If the value is >= that of the materials, the material will receive 0 samples.
Treshold no Reflection
Shows the Limitglossy value of the reflection. If the value is <= that of the materials, the reflection of the material will be deactivated.
max. Reflection Scene Samples
Shows the maximum number of Samples for the Samples Curve process. If Sample Curve deaktivate, have all Shading this Value as Force Sample.
max. Refraction Scene Samples
Shows the maximum number of Samples for the Samples Curve process.If Sample Curve deaktivate, have all Shading this Value as Force Sample.
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
indirect Illumination
With the help of these functions, you can very quickly assign the Brightness FG/GI and Quality of FG Rays on the basis of the 3 selection criteria.
Force FG Multiply
All materials receive the FG Multiply value.
FG Multiply Amount
Shows the FG Multiply value.
Force FG Quality
All materials receive the FG Quality value.
Force FG Quality Amount
Shows the FG Quality value.
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
Cut Off´s
With the help of these functions, you can very quickly assign the cutoff value of reflection and refraction on the basis of the 3 selection criteria. The cutoff value allows the cutting off of the reflection or refraction starting at a certain value. This value should be between 0.005 and 0.001. If the value is 0, 100% will be reflected or refracted, and the memory increase.
Force Reflection
Resets the reflection cutoff.
Reflection Depth Treshold enable
If "Reflection DT" enable, set the Material to Reflection Depth=1, if the Reflection glossiness Value of the material lower as the Treshold Value. This can help to eliminate Sample Errors on very diffuse reflectiv Materials.
Reflection Amount
Shows the reflection cutoff value.
Force Refraction
Resets the refraction cutoff.
Refraction Depth Treshold enable
If "Refraction DT" enable, set the Material to Reflection Depth=1, if the Refraction glossiness Value of the material lower as the Treshold Value. This can help to eliminate Sample Errors on very diffuse refractiv Materials in other reflection.
Refraction Depth Treshold
Set the Value. Range is from 0 to 1.
Refraction Amount
Shows the refraction cutoff value.
Force Reflection Depth
Resets the Reflection Depth.
Reflection Depth Amount
Shows the Reflection Depth value.
Force Refraction Depth
Resets the Refraction Depth.
Refraction Depth Amount
Shows the Refraction Depth value.
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
Optionlist
Select a Option of the List and set "on" or "off", for example Reflection or Back Face Culling. It is supported all Options of a A&D Material.
- Reflection
- Reflection Fastinterpolation
- max. Reflection Distance
- fade to end color
- Refraction Fastinterpolation
- max. Refraction Distance
- max. fade to end color
- Translucency
- Translucency & Refraction = 0
- is Metal
- Selfillumination
- visible in Reflection
- illuminate the Scene (FG)
- is Metal
- Roundcorner blend with other Material
- High Detail Distance
- single Sample from Environment
- Color at Max Distance
- Visible Area-Light
- skip Reflection on inside
- backface culling
- Transparency Alpha
- not Bump on Diffuse
- reflective AO
- Value corrections
- Value & Highlights correction
- IBL Mode at 3dsmax2011 and only TH-Materials
- Diffuse Image Fade, only at TH-Materials to hidden empty Autodesk Maps from importet Revit Scenes.
- Flag Material as Qpaque ( mr connections )
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
Ambient occlusion
This Function are helpful to optimize the hole scene with ambient occlsuion.
Turn ON
Activates the Ambient occlusion of the material.
Turn OFF
Deactivates the Ambient occlusion of the material.
Exact AO ON
Activates exact AO. In this mode, the shadow receives the color of the occluded object. As a result, there aren't any dark parts around self-luminous objects.
Exact AO OFF
Deactivates exact AO. The shadows receive the color of "shadow color" parameters.
Force Sample
When the AO Sample Curve is deactivated, all materials receive the same Force Sample value.
Sample Amount
Shows the number of Samples Force/Main Samples.
Force Radius
All materials receive the Force Radius value.
Radius Amount
All materials receive the Force Radius value.
Force Shadow Color
All materials of the AO shadow color.
Shadow Color
Uses this color as AO shadow when exact AO is deactivated.
Force Ambient Color
All materials receive the AO ambient color.
Force Ambient Color
Uses this color as AO ambient light. With this you can brighten the inner values as well as the ambient of the materials without additional lights.
activate Curve
Activates the AO Sample Cure process.
excl. Transparancy
Exclude transparancy Materials.
excl. selfillum
Exclude selfillumination Materials.
max. Sample
Shows the maximum number of samples for the Samples Curve process.
max. Distance
Shows the maximum distance for the Samples Curve process.
min. Distance
Shows the minimum distance for the Samples Curve process.
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
Environment Map
With the help of these functions, you can very quickly exchange a Environment Map with materials as well globally assign them on the basis of the 3 selection criteria.
Turn ON
Turns on the Environment Map
Turn OFF
Turns off the Environment Map
Update Map
Updates the loaded Environment Map.
Load Environment Map
Loads an Environment Map of your choice.
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
Round Corners
ith the help of these functions, you can very quickly distribute the radius for rounded corners on the basis of the 3 selection criteria.
Turn ON
Turns on Round Corner.
Turn OFF
Turns off Round Corner.
Force Radius
Resets the radius for Round Corner.
Radius Amount
Shows the radius as well as the size of the rounded corners of the objects.
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap
Bitmap
With the help of these functions, you can very quickly optimize the Bitmap blur and Filtering Mode.
set Blur Amont
set the Bitmapblur Amount for the hole Scene.
Blur Amount:
Value 1 is good for animation and Value 0,1 is good for stills.
set Filter
set the Filteringmode for the hole Scene.
Filtermode
select the Filtermode: Pyramidal, Summed Aera or None
set opacity filtering to none
if you use trees or plants,can this option speedup your rendering.
Converter | Cleaner | Glossy Sample Curve | indirect Illumination | CutOff´s & Depth´s | Optionlist | Ambient Occlusion | Environment Map | Round Corner |Bitmap









