New Plugin- Shoestring Shaders! 2004-02-16 - By nospam
Back Bonjour Mark,
Nice plug-ins ! We need an hundred of clever ideas like them.
Le / On lundi 16 f�vrier 2004, vous �criviez / You wrote :
m> Announcing Shoestring Shaders, the first product from Shoestring m> Graphics! Available for immediate evaluation and purchase.
m> http://www.des-web.net/shoestring_graphics.html
m> Iridescent m> Ok, so its not REAL iridescence. . . this shader works by comparing m> the angle of a surface normal with the angle of a light striking it. m> What's it good for? It adds a real spark to crystal shaders, m> especially animations. Pearl shaders too.
m> Actually, it is more generic than that. There are two m> "targetting" m> modes. The first is to point at another object in the scene. The main m> use of this mode is to point at a light (making the assumption that m> the light is pointed at the object being shaded). The second is a m> fixed orientation that is useful for distant lights (just copy the m> pich and yaw fields).
m> Grayscale/Desaturate
m> The purpose of this shader component is to control color saturation. m> Useful on texture maps, of course, but can also be used on procedural m> shaders that are a bit too "hot" (or a bit too cool, for that m> matter). Great for tuning up those Poser textures without having to m> leave Cararra.
m> There are two modes, Grayscale, which does a simple luminance m> preserving conversion, and Saturation control, which lets you control m> the overall color saturation, and also lets you manipulate the m> saturation levels of R, G, and B independently. Both overall and m> independent saturation controls can be used at the same time.
m> Supermixer m> Supermixer lets you combine a bunch of shaders in two ways. The m> simple mode is an add- it just adds all the shaders together. Useful m> if you want to combine multiple masks. The more powerful mode lets m> you combine multiple shaders based on the grayscale values of a m> control shader. Sort of a super gradient- instead of just colors, you m> can mix shaders, and instead of simple left to right or radial type m> options, you can use any shader to set the control ranges. You can m> have arbitrary mixes of up to ten shaders across any object- with m> controlled blending. Kind of like UV mapping- only you paint your UV m> map with grayscale values, and then use it to mix whatever shaders m> you want- including procedurals.
m> Weave m> Ever wanted to do an over-under pattern? Weave is the shader for you! m> Five threads in the U direction, five threads in the V direction- you m> choose what goes over, what goes under, what each thread looks like, m> whether or not they are shaded to simulate depth. Works in the bump m> channel! Also has options for mask output, to allow easy use in the m> transparency channel. Distortion control shaders add a little m> randomness (or a lot, if you are into the 60's psychedelic thing)
m> Markd
m> To unsubscribe send a message to m> Carrara-unsubscribe@(protected) m> Yahoo! Groups Links
-- Cordialement / Sincerly yours, nospam Flocons de P�ques Infographie 2D et 3D - Cr�ation web - Services informatiques www.floconsdepaques.com
Pi�ces jointes / Post-Joint : <none>.
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