T2S_illumination – x64 version released!
Diffuse
The diffuse component of the reflected light corresponds to the fraction which is emitted homogeneously in all possible directions. The amount of diffuse light depends however on the incidence of incoming light, as in a Lambertian model.
However, Lambert doesn’t describe the roughness of a material, considering it as a perfectly planar surface.
In order to simulate Roughness, the Oren-Nayar model represents a surface as a collection of micro-facets. This model accounts for complex phenomena such as masking, shadowing and interreflections between these microscopic Lambertian facets. Setting Roughness to 0 leads to a simple Lambertian diffuse color.
Wrap Lighting is also implemented in the shader, which affects the incidence of incoming light, making it tend to 0°. This effects gives a kind of global illumination look by “wrapping” the light around the object. You can thus have a 180° illumination with a single light source.
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Hi. I am using XSI 7.01 and have installed the addons T2S Illumination, and T2S Materials.
I’m unable to load any of them.
When I go to Get>Materials the menu shows up but doesn’t have anything in there.
Do you have any advice? or an install tutorial.
Thanks.
Hey Chris! Im using the same version and had the same problem but I got it woring! Make sure that you download that Microsoft visual C++ file (there are links on this site depending on what version of T2S your using. Then instead of using the get-material just load it as a material preset from the shadertree. You do this by opening the material PPG and at your right top corner there is a map icon. Load and save preset…) Thats how i got it working!
T2S_Illumination_1.1_x86-x64.xsiaddon instal but not visible in render tree options in xsi later 7.01 your older version is work! and the main, shader not work with property of inclusive or exclusive light!!! it work with all light in scene – its not good!!!
Hi, first thanks for such a great shader, we’ve made great use of it.
We now have a need to exactly replicate the look of the original 32 bit shaders for 5.11 in Soft 2010 64 bit. In the new version there are some extra options in the Output Tab regarding how Diffuse and BDRF elements are mixed. I am trying to replicate the way that the original shader mixed these elements. I can isolate the Diffuse and the Reflection elements in the new shader and they look exactly the same as the isolated versions in the original shader. Getting these ‘layers’ to mix in the same way as the original is proving difficult though.
I assume there was a hardcoded setup in the original shader, but none of the new options seem to match it. Do you have any idea how I might achieve the look of teh original?
Many thanks,
Adam.