Build your own materials with volumetric, sub-surface scattering, built in parameterized effects and solid textures and then layer them into Shade Surfaces.

Volumetric Materials
Control of Volume attributes such as Decay Distance, Scattering, Transparency and Glow. Create complex cloud formations by grouping spheres and applying volumetric materials. Available in Shade 3D Standard and Shade 3D Professional.
Normal Mapping
Add normal maps to your models to make them game ready. Utilize normal maps to achieve other material effects more efficiently. Available in Shade 3D Standard and Shade 3D Professional.
Subsurface Scattering
Subsurface Scattering lets you create hyper realistic models with surfaces that allow enough penetration of light. Create complicated hues and shadows such as those associated with jade, marble, plastics, and human skin. Available in Shade 3D Standard and Shade 3D Professional.
Displacement Mapping
Displacement Mapping uses texture maps to represent the unevenness of an object. Unlike bump mapping or a normal map, displacement mapping actually deforms the object. Shade modeling also lets you take your complete model with displacement maps and export the resulting model as a polygon mesh. Available in Shade 3D Standard and Shade 3D Professional.

Mirye Software thanks you for your interest in Shade 3D! Shade 3D is longer published by Mirye Software. However you can discuss Shade 3D with other Shade 3D users on the Shade 3D dedicated forum on Mirye Software.