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 Strata Design 3D CX: Lua Scripting
 Fresnel FX Shader
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jbradley
Inquisitive

USA
64 Posts

Posted - 07/28/2006 :  09:03:37  Show Profile
This thread is for questions about the Fresnel FX Shader - the latest free script offered through the Strata 3d Power Bulletin, if you've signed up.

If you haven't signed up yet, head on over to www.strata.com and sign up now! Every couple weeks you'll get free scripts, great tutorials and other information about Strata products.

cheers,

Jon Bradley
Animator / VFX Artist

Wchris
Infrequent Poster

France
43 Posts

Posted - 08/10/2007 :  08:34:38  Show Profile
quote:
Originally posted by jbradley

This thread is for questions about the Fresnel FX Shader - the latest free script offered through the Strata 3d Power Bulletin, if you've signed up.

If you haven't signed up yet, head on over to www.strata.com and sign up now! Every couple weeks you'll get free scripts, great tutorials and other information about Strata products.

cheers,

Jon Bradley
Animator / VFX Artist



Just found it ! woaw, i have 5 years of bulletins to read now !

Should take me some time

EDIT : found the sticky topic about past lua scripts... thanks michael

Thank you

Question : Do you think lua could be used to animate water, or am'i going the wrong way ?



Edited by - Wchris on 08/10/2007 09:46:43
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Waldo3D
A Regular

120 Posts

Posted - 08/21/2007 :  07:03:38  Show Profile
quote:

you'll get free scripts, great tutorials...



I receive this bulletins; checked the archive...
Where do you see those links to free script, tutorials????

Waldo
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Wchris
Infrequent Poster

France
43 Posts

Posted - 08/21/2007 :  07:13:47  Show Profile
quote:

Where do you see those links to free script, tutorials????



here http://www.stratacafe.com/forum/topic.asp?TOPIC_ID=5922
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Waldo3D
A Regular

120 Posts

Posted - 08/21/2007 :  12:22:29  Show Profile
Saves me a lot of time!
Thx Chris!
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Matt Tubbs
Infrequent Poster

USA
2 Posts

Posted - 09/05/2007 :  13:15:20  Show Profile  Visit Matt Tubbs's Homepage
it doesn't look like the shader takes into account perturbed normals from bump mapping. Is is possible to access the post-bump map normal in a script instead of just the surface normal?
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