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LightWavin' Magazine 3
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LightWavin' Magazine, Issue 3 (LightWavin' Multimedia)(1997).iso
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pontari
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fresnel
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sgi
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readme.txt
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1997-05-08
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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.