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- Special SGI note: This SGI port is provided by Marvin Landis
- <marvinl@amber.rc.arizona.edu> without who most of these SGI ports
- wouldn't exist at all. Drop him a note and tell him thanks, he's
- one of the good guys.
-
-
- -------------------------
-
-
- Pontari Productions' Fresnel-Like Shader Copyright 1995-1997 Pontari
- Productions. All rights reserved.
-
- Release #2
-
- (This plugin is being made freely available. However it is not
- freely redistributable. The only location you may download or
- otherwise obtain this plugin is from Pontari Productions' web and
- ftp site. If you would like to distribute this please contact
- pontari@pontari.com for permission first.)
-
- This is a plugin shader for LightWave 5.0 It does a kind of
- Fresnel-like effect with five of the LightWave surface parameters.
- For the more mathematically inclined there is no real computation of
- the Fresnel formulas and no Brewster's angle effects are included in
- this. However it is still very capable of creating very powerful
- surfaces. In this case it is not so much a simulation of the Fresnel
- effect but rather a tool an animator can use to get a Fresnel-like
- effect.
-
- Basically Fresnel's formula is really very simple, it says that the
- angle between the viewer(your eyes, the camera in LightWave) and a
- surface effects the amount of light that is reflected and refracted.
-
- This plugin will adjust the percent value of each of the surface
- values it controls between a perpendicular and glancing value based on
- the angle between your eye and the surface.
-
- So as an example if you set the reflective perpendicular value to 100
- and the glancing value to 0, if the surface is directly facing the
- camera(perp) it will be 100% reflective. As the surface turns away
- from the camera(glancing) the reflective value will be decreased until
- at 90 degrees it is equal to 0. Basically you give a range of values
- you wish for that parameter(values above 100% are legal) and this
- shader applies them across your object.
-
- This can be used with reflection to simulate the crests of waves(high
- reflection at high glancing). Edge transparency(high transparency at
- high glancing). And others.
-
- In each case you can also give a curve factor. This number is used to
- alter the mapping between angle and value. A value of 1 is a linear
- mapping. Larger numbers will shift the curve so that the angle must
- be very glancing in order to be closer to your glancing angle.
- Numbers smaller than one shift the curve toward always glancing.
-
- To install this copy it to your plugins directory. Then you need to
- add it to Layout using the "Add Plug-ins" button on the Options
- panel. This will add a new plugin shader in the surfaces panel called
-
- Pontari_Fresnel
-
- Be sure to check out Pontari's LightWave web pages
- http://www.pontari.com/pontari/lightwave
-
- And buy Super Glow.
-
-
- Release #2 notes:
-
- This second minor release adds diffusion as a new paramater that you can
- apply a Fresnel effect to. We are also releaseing the source code so
- that it may be ported to other platforms etc.
- eing the source code so
- that it may be ported to other platforms etc.
-