AoB - Surface Curvature Shader

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  07 July 2012
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?


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


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

Cheers
Bonsak


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


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


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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  07 July 2012
I'm casting my vote for a mac version as well.
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  07 July 2012
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
 
  07 July 2012
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.
 
  08 August 2012
Offer to assist in mac build sent

-kvb
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  08 August 2012
Count me in for the mac version.
 
  08 August 2012
mac version for me too please
 
  08 August 2012
Cool

Awesome shader, love it!!
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  08 August 2012
looks good
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  08 August 2012
this looks like a nice alternative to ambient occlusion! I am for a mac version too.
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  08 August 2012
looks great
 
  08 August 2012
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
 
  08 August 2012
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.
 
  08 August 2012
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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