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New Plugin- Shoestring Shaders!

New Plugin- Shoestring Shaders!

2004-02-16       - By markdesmarais

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Announcing Shoestring Shaders, the first product from Shoestring
Graphics! Available for immediate evaluation and purchase.

http://www.des-web.net/shoestring_graphics.html



Iridescent

Ok, so its not REAL iridescence. . . this shader works by comparing
the angle of a surface normal with the angle of a light striking it.
What's it good for? It adds a real spark to crystal shaders,
especially animations. Pearl shaders too.

Actually, it is more generic than that. There are two
"targetting"
modes. The first is to point at another object in the scene. The main
use of this mode is to point at a light (making the assumption that
the light is pointed at the object being shaded). The second is a
fixed orientation that is useful for distant lights (just copy the
pich and yaw fields).


Grayscale/Desaturate

The purpose of this shader component is to control color saturation.
Useful on texture maps, of course, but can also be used on procedural
shaders that are a bit too "hot" (or a bit too cool, for that
matter). Great for tuning up those Poser textures without having to
leave Cararra.

There are two modes, Grayscale, which does a simple luminance
preserving conversion, and Saturation control, which lets you control
the overall color saturation, and also lets you manipulate the
saturation levels of R, G, and B independently. Both overall and
independent saturation controls can be used at the same time.

Supermixer
 

Supermixer lets you combine a bunch of shaders in two ways. The
simple mode is an add- it just adds all the shaders together. Useful
if you want to combine multiple masks. The more powerful mode lets
you combine multiple shaders based on the grayscale values of a
control shader. Sort of a super gradient- instead of just colors, you
can mix shaders, and instead of simple left to right or radial type
options, you can use any shader to set the control ranges. You can
have arbitrary mixes of up to ten shaders across any object- with
controlled blending. Kind of like UV mapping- only you paint your UV
map with grayscale values, and then use it to mix whatever shaders
you want- including procedurals.


Weave
 

Ever wanted to do an over-under pattern? Weave is the shader for you!
Five threads in the U direction, five threads in the V direction- you
choose what goes over, what goes under, what each thread looks like,
whether or not they are shaded to simulate depth. Works in the bump
channel! Also has options for mask output, to allow easy use in the
transparency channel. Distortion control shaders add a little
randomness (or a lot, if you are into the 60's psychedelic thing)



Markd




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