AoB - Surface Curvature Shader

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Old 07 July 2012   #16
Quote:
Originally Posted by JoelOtron
NICE
So this looks like it would be useful for fast AO--like the AO to vertex map function. But obviously with a lot more features and uses.

Any plan or interest at all in compiling a mac version?


Quote:
Originally Posted by cmyk
Very nice, really hope you plan on a Mac version.


Quote:
Originally Posted by bonsak
Sweet! A mac version would be great!

Cheers
Bonsak


Quote:
Originally Posted by Heerko
I'm interested in a mac version too


Quote:
Originally Posted by winh
Looks great. Another vote here for Mac version.


Quote:
Originally Posted by keithrondinelli
Another vote for a Mac version. I've been longing for a way to do this easily in Cinema 4D for years, a way to dirty up grooves and scrape up corners, etc. without having to use images. Mac version please!


What they said ^
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Old 07 July 2012   #17
I'm casting my vote for a mac version as well.
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Old 07 July 2012   #18
Quote:
Originally Posted by FantaBurky
I'll be patient, but I just have to ask how long it takes to get this plugin? :( Although I just bought it yesterday, and it hasn't even been 24 hours, it's strange though that the plugin's website has gotten an update since, but no plugin received.


Hy FantaBurky,

I will send out a new version shortly. I made a small fix, so it does not crash with SPD (SPD is not yet supported, so for SPD one needs to use the Displacer in emulation mode).

On my homepage, if you click on "Cine-Tools" in the small menu in the header, the following message appears:

Quote:
The "tools" will be shipped by email, as soon as the transaction is approved. Please make sure to choose the correct item and allow several business days for processing your request. The "tools" will be shipped fully functional and without the need for a key, so no refunds are possible after they where shipped. The tools are protected by personalization.


I will see, that this is always visible (kind of hidden right now). The delivery is not automatic, so it usually takes a short while, until I can send the plugins out.

Cheers,
André
 
Old 07 July 2012   #19
Quote:
Originally Posted by GruvDOne
What they said ^


... the Mac compile just became some more weight, so, stay tuned ...

Cheers,
André

Last edited by maxx981 : 08 August 2012 at 04:01 PM.
 
Old 08 August 2012   #20
Offer to assist in mac build sent

-kvb
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Old 08 August 2012   #21
Count me in for the mac version.
 
Old 08 August 2012   #22
mac version for me too please
 
Old 08 August 2012   #23
Cool

Awesome shader, love it!!
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Old 08 August 2012   #24
looks good
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Old 08 August 2012   #25
this looks like a nice alternative to ambient occlusion! I am for a mac version too.
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Old 08 August 2012   #26
looks great
 
Old 08 August 2012   #27
Mac protection software

Hy there,

I am looking for a solid protection solution for the Mac ... but I can't find anything. Are there any Mac users here, that could enlighten me with some links or names of solutions?

Please only send me these links by PM. This is a first step of minor obfuscation

What I am looking for, is a software, that can do the following for a Mac dynamic-library (dylib):
- Watermarks (public and hidden-encrypted/integrity checked)
- Virtualization of code-segments (best is a publicly unknown compiler)
- Run-Time integrity checks
- Anti-Dump techniques
- String-Protection
- API to integrate the solution (like string-protection) into the compile, so protection is done "after the compile"

The tool needs to be able, to run from commandline and must only work on the dylib.

Thank you,
André
 
Old 08 August 2012   #28
Oops, missed the part about PM-ing...
 
Old 08 August 2012   #29
Thank you for the quick response, very pleased with the results and speed of calculation.
I'm impressed with how easily I can dirty up my materials now, choosing the kind of angles I need with little effort vs the trial and error of re-working the dirt shader parameters in vray.



Left side looks like I spent significantly more time painting textures. Right is a dead giveaway that I used just standard ao/dirt.
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Last edited by ThePriest : 08 August 2012 at 07:07 AM.
 
Old 08 August 2012   #30
Another quick example, this time of an oxidized metal or a burnt chrome look.
Complex multi-layered material, with the masking of channels made much easier with the shader. Not perfect, but an enjoyable experiment nonetheless.

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Last edited by ThePriest : 08 August 2012 at 07:03 AM.
 
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