| Basic Flame | A constant material where the density value of the volume drives the color ramp. |
| Basic Liquid | A reflective refractive material for liquids using ray tracing. |
| Basic Smoke | A diffuse material designed specifically for volume objects. |
| Billowy Smoke | A billowy diffuse material designed specifically for volume objects. |
| Checkerboard | This is a basic material with checked color map. |
| Chrome | |
| Clay | This is basic diffuse material without specular. |
| Cloud | Volume shader for simulating the look of atmospheric clouds. |
| Constant | This is a constant material with optional maps for color and opacity. |
| Constant Smoke | A diffuse unlit material designed specifically for volume objects. |
| Decal | This material applies a texture an object. |
| Displacement | Basic material with a choice or blend of displacements. |
| Dust Puff | A material suitable for using particles to render smoke or fog. |
| Environment Box | A constant material with color ramps or color maps or environment maps to be used on a box surrounding the scene to ray trace against. |
| Fluid Fire | A constant material where the density value of the volume drives the color ramp. |
| Glass | |
| Glow | This is a constant material, which represents the angle between the camera and the surface normal. |
| Hair | |
| Liquid Smoke | A diffuse material designed specifically for interior of volume liquids. |
| Mantra surface material | General, flexible material including subsurface scattering, environment maps, refractions, and displacement. |
| Marble | |
| Ocean Surface | This material gives the appearance of an ocean surface. |
| Ramp | Computes color and opacity based on the camera angle and ramp parameters. |
| Shadow Matte | Implements a shadowmatte shader that occludes geometry behind the surface being rendered. |
| Show Normal | This is a constant material showing the value of the surface normal’s x y z directions in a red, green, blue color. |
| Show Shading Point | This is a constant material showing the value of the shading point’s x y z values in a red, green, blue color. |
| Show Tangent | This is a constant material showing the value of the surface tangent’s x y z directions in a red, green, blue color. |
| Show UV | This is a constant material used to verify an objects texture coordinates. |
| Simple Ramp | Simple but effective ramp surface shader which may be used as either an x-ray or toon material. |
| Sprite Fog | A material suitable for using particles to render smoke or fog. |
| Stainless steel | |
| Stone | |
| UV Map | This is basic diffuse material, no specular, with a map of colored and numbered squares. |
| Uniform Volume | Renders a closed surface as a volume consisting of a uniform fog. |
| Wireframe | Colors surface similarly to wireframe display. |
| Wispy Smoke | A wispy diffuse material designed specifically for volume objects. |