T2S_illumination – x64 version released!
Anisotropy
Anisotropic properties are defined as being “directional dependent”. Rotating an object may indeed modify its illumination properties.
For such properties, UV derivatives are needed to define the U and V directions.
The Anisotropic Settings determine the U,V directions which will be used by any anisotropic properties in T2S_Illumination, i.e. anisotropic reflections or Ward Anisotropic HighLights. The parameters present in this table were adapted from Daniel Rind “BigMuh” Deriver.
A North Vector defines wether a North Direction or a North Pole, depending on which mode is selected.
The rotation allows then to give a custom adjustment to the anisotropic direction.
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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.