In Adobe Director 12, you can create displacement map as a shader and apply it to objects just like other shaders (#standard or #normalMap).
dispShader = mem.newShader("dispShader", #displacementMap) dispShader.textureList[1] –must contain the displacement map texture. Remaining texture layers can be used as usual.
The Fresnel effect lets you create translucent-looking objects. This effect allows you to control the reflectivity/refractivity of parts of an object by manipulating certain parameters. The effect is best seen in the following example: When we look at a container of water almost vertically down, we see through to the bottom of the container. However, as we move our eye closer to the edge of the container, we start to get more of the reflections off the water surface. Using the Fresnel co-efficients, you can control the degree to which this reflection/refraction changes with the changing angle of incident light.
tShader = p3d.newShader("SphereShader", #fresnel) tShader.fresnelBias = 0.0 tShader.fresnelScale = 1.0 tShader.fresnelPower = 1.0 tShader.eta = 0.6 tShader.textureList[1] = pCubeTexture tShader.texturelist[2] = diffTex tShader.texturelist[3] = specTex tShader.fresnelOpacity = 1.0
For the Fresnel shader, you must mandatorily set the values for diffuse and specular layers in texturelist.
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