IFW2 SpecialFX
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The IFW2_SpecialFX Shader plugin contains 46 different SpecialFX shaders.
Altitude
Ambient
Ambient Color
Anisotropic I
Anisotropic II
Blinn
CD
Diffuse
Diffuse Special
Dist. To Camera
Dust
Fakely
Fakely Axis
Flamer
Fresnel
Gooch
Hue Angle
Hue Rotate
Hue Spectrum
Iridescence
Iridescence II
Kelvin Spectrum
Lafortune
Occlusion
One Tone
Oren Nayer
Painterly
Phong
Plasma
Prism
Rim Light
Slope
Sketch
Skin
Sky Metal
Sky Spectrum
Specular
Stencil
Stencil II
Strauss
Toon
Velvet
Wet
Window Highlight
Wrapped Diffuse
Z Buffer

Altitude - The Ambient shader allows a band to be placed starting and ending on particular altitudes along a defined axis. This makes it good for detailing landscapes

Ambient - The Ambient shader is a simple shader that gives the object a constant color based on the intensity and color of the current ambient light setting.

Ambient Color - The Ambient Color shader is a simple shader that gives the object a constant color based on the its current color and color of the current ambient light setting. As the ambient color can be controlled by a color map other textures and shaders can be used to control this giving the ability to create many special effects.

Anisotropic I - The Anisotropic I shader make objects look like they have been made from a spun or brushed material. This can range from brushed aluminum to the Christmas baubles where a thread is wrapped around a spherical former.

Anisotropic II - The Anisotropic II shader is another implementation of a brushed metal surface.

Blinn - The Blinn shader provides a specular highlight based on a physical light model using micro-facets. It gives a more realistic highlight especially when used for metal.

CD - The CD shader provides the rainbow reflections caused by chromatic dispersion as seem on the surface of a CD. Controls are provided that allows the inner and outer radius of the pattern to be set along with the spread and positions of all the colors that make up the radial rainbow pattern.

Diffuse - The Diffuse shader replaces the standard Lightwave diffuse algorithm with a Lambertian diffuse algorithm. This includes ambient and diffuse controls along with a diffuse sharpness parameter.

Diffuse Special - The Diffuse Special shader allows a gradient to be created based on the diffuse lighting. This means that the color can change based on the angle to the light and special effects like back lighting, translucency and rim lighting can be created.

Distance to Camera - The Distance to Camera Special shader shades the object based and the distance between the camera and the point being shaded. Useful for Level of Detail changes when the object is a long way from the camera.

Dust - The Dust shader shades an object as though dust is falling on to it. The shader also accounts for any objects it the way of the dust source.

Fakely - The Fakely shader attempts a Fresnel type of effect. What it does is put one color on the parts of the object that faces you, and a second color on the parts of the object that face 90 degrees away from you (the sides of the object). The function then simply blends between them.

Fakely Axis - The Fakely Axis shader attempts a Fresnel type of effect. It works in the same way as the Fakely shader except it uses the texture center or a NULL object as the reference from which the glancing angles are calculated. This makes it very good for things like dust or snow accumulation.

Flamer - The Flamer shader shades the object using a flame or heat gradient. Important The shader is design to be used after another IFW2 shader. So if you wanted to color a noise pattern with a Flamer gradient add IFW2_Noise followed by this shader.

Fresnel - This shader simply uses the Fresnel equations to create a more accurate glancing surfaces model.

Gooch - The Gooch shader shades the object based on two colors in order to make it suitable for technical drawings. There is also an outline function included.

Hue Angle - The Hue Angle shader changes the object's hue based on the angle between the object and the camera. This makes the object's color change in the same way as a CD glints as you look at it and angle it towards the light.

Hue Rotate - The Hue Rotate shader takes the color of the object and converts it to HSV color space. The hue can then be rotated created a color cycling effect.

Hue Spectrum - The Hue Spectrum shader shades the object using a rainbow gradient. Important The shader is design to be used after another IFW2 shader. So if you wanted to color a noise pattern with a spectrum gradient add IFW2_Noise followed by this shader.

Kelvin Spectrum - The Hue Spectrum shader shades the object using a black body heat color gradient. Important The shader is design to be used after another IFW2 shader. So if you wanted to color a noise pattern with a heat color gradient add IFW2_Noise followed by this shader.

Lafortune - The Lafortune shader implements the Lafortune specular shaders for Paint, Metal, Primer, Two Types of Skin, Clay and Felt

Iridescence - The Iridescence shader applies iridescent pattern to the object as though there is a thin film on it. The apparent thickness of the film can be controlled along with the proportional wavelengths of each color component.

Iridescence II - The Iridescence shader applies iridescent pattern to the object as though there is a thin film on it. This shader differs from Iridescence as it is applied like a specular shader using a more empirical algorithm.

Occlusion - The Occlusion shader applies performs a radiosity ambient occlusion function on a shader by shader basis. This can also be used to create a dirt cavity function.

One Tone - The One Tone shader takes the colors already applied to the object and makes them a single tone as specified by the user. This makes is useful for Black and White or old sepia colored objects.

Oren Nayer - The Oren Nayer shader is a diffuse shader based on a better physical light model. The shader is ideal for rougher kinds of surfaces like clay.

Painterly - The Painterly shader shades an object using splashes of color that make it look like it has been painted by Van Gough.

Phong - The Phong shader shades an object using the standard phong highlights. This means that special multi-colored highlights can be added to objects or the specular function can be used to control things the transparency, etc.

Plasma - The Plasma shader creates a noisy pattern where the noise function is used to control the RGB channels separately and a sine function is used to create plasma clouds. Important The noise magnitude must be greater than 0.0 for the shader to function.

Prism - The Prism shader is an advanced glass shader implementing chromatic dispersion. The shader also uses a fresnel effect for the glass and reflections.

Rim Light - The Rim Light shader adds a specular highlight to the rim of any object.

Slope - The Slope shader attempts a Fresnel type of effect on the angle between the object and a user defined vector.

Sketch - The Sketch shader shades an object to look like it has been sketched or ink block printed. The shader can be applied multiple times in order to create hatched effects.

Skin - The Skin shader shades an object to look like skin. That is, the sub surface scattering and edge glow is taken into account for the shading model.

Sky Metal - The Sky Metal shader shades an object to give it the appearance of airbrushed chrome. By adjusting the color various other reflective metals can be simulated.

Sky Spectrum - The Sky Spectrum shader shades an object using a sky spectrum gradient.

Specular - The Specular shader shades an object using the standard specular highlights. This means that special multi-colored highlights can be added to objects or the specular function can be used to control things the transparency, etc.

Stencil - The Stencil shader allows an image to control the application of the textures. Using this shader a Material or Scale map can be created based on the color brightness of the current object.

Stencil II - The Stencil II shader allows an objects attributes to control the application of the textures. Using this shader a Material or Scale map can be created based on any of the attributes of the current object, i.e. the reflectivity, transparency, etc.

Strauss - The Strauss shader shades an object using the Strauss physical light model. This shader is very good at metallic highlights.

Toon - The Toon shader shades an object to look like standard 2D cell animation. Various parameters can be controlled such as outline thickness, the specular highlight color and the number of color bands.

Velvet - The Velvet shader makes objects look like they have been made from velvet or any other kind of plush or short haired material.

Wet - The Velvet shader makes objects look like they are wet by giving them a large, bright highlight with a sharp edge.

Window Highlight - The Windows Highlight shader puts a specular highlight on an object that looks like it has been cast from a french window.

Window Highlight - The Wrapped Diffuse shader shades the object as though a fill light has been included to the scene. This means objects can be more evenly lit without the need for an additional light.

Z Buffer - The Velvet shader provides a Z buffer algorithm that can be applied in the X, Y and Z axis. A Z buffer algorithm is one the changes the color depending on the its position in the world. In this case the near and far parameters set the limits for the world. Noise can be applied to make the transition less perfect.

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