Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*1.3 ->added min and max local falloffs.. this allows to use finalgathering like occlusion.. plug it into a mix2color.. then to the surface slot... put to black the input and to white the diffufe radiance color.
the ctrl.irradiance shader gives you a finer control over the irradiance of your materials for all the indirect illumination issues.. and introduces also local GI/FG settings on a per-shader basis.
usage:: set to black the irradiance value of your mat.. plug it into the input of ctrl.irradiance.. set the diffuse.irradiance color as your diffuse mat color.. enable irradiance.. the defaults will play as the defaults of your apz.. tweak your GI/FG settings locally.
for Maya6.0 and Xsi4.0.
ciao
francesca
Please use the Bug System to report any bugs.
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
Please rate and review in the Review section.