TG Pack 3 (yet another version of the logo!)

TG PACK 3 SHADER LISTING, PAGE 2

Control fog strength and color over distance
Color as well as strength of fog changing with distance.

TG Fog2 Ramp

(Reflectance shader)

Uses a ramp to control the strength of the fog effect, and a gradient to vary the color of the fog with distance.

TG Glow Shaders

(Colour and Transparency shaders)

Ramps and gradients make an infinite number of glow effects possible, with unprecedented control over falloffs, transition points and colors.

Glow effects

TG Iridescence Ramp Gradient (rather lovely, I think)

TG Iridescence Ramp Gradient

(Reflectance shader)

The shader introduces colors into the specular highlight, dependent on angle of view, for rainbow or iridescent style effects. Variation with angle is controlled by a ramp, while colors are controlled via a gradient, for greater flexibility than other Iridescence shaders.

TG Reflectance Ramp

(Reflectance shader)

Individual ramps control ambient / diffuse, specular, reflection and transmission channels, allowing for everything from Fresnel effects through to abstracts!

TG Reflectance Ramp abstract material
A somewhat unusual material created using TG Reflectance Ramp.

TG MultiPass (& 2) Shaders

(Reflectance shaders)

Ambient / Diffuse pass


These shaders will render the ambient / diffuse, specular, reflection and transmission channels separately. They can be locked to any of those for basic use, and for automatic processing, they will render the different channels based on the frame number.

Specular pass

For working with animations, a “control image” can be used as an external flag so you can render the entire animation, alter the control image, and render again, get the different channels you require on each pass without any need to edit or alter the trueSpace scene.

TG MultiPass is a basic version of the shader, while TG MultiPass 2 includes some extra processing which will allow one TG MultiPass object to reflect another (the reflection will render with ALL channels, while a direct view will render only the required channel).

Diffuse and Specular pass recombined in post-process
The diffuse and specular channels rendered separately, then modified & combined in post-process for specular bloom.

TG Object Camera

(Reflectance shader)

Using an object as a “photographic plate”, this allows "perspectiveless" camera renders to be made, giving the same properties as the native orthagonal views (ie, the top, bottom, left, right etc views), except from a camera in the scene. Such renders are useful for architectural visualisation.

Using the TG Distance Mask shaders too, it's possible to have depth of field, depth cue, etc, applied to these renders.

TG Mask Solid

(Reflectance shader, for use as a layered shader)

A simple shader, triggered by an external control image. In the “off” position, the material renders normally; in the “on” position, the shader makes the object pure white, so that it can be easily masked out in post-process. Using an external control allows the mask renders to be produced without any need to repaint or otherwise edit the tS scene.

PURCHASE DETAILS

TG Pack 3 costs $10, and is available for purchase and immediate download - click now!

Purchase TG Pack 3 now
Click to purchase TG Pack 3

 

TG PACK 3 SHADER LISTING, PAGE 1

TG PACK 3 BACKGROUND INFO (RAMPS, GRADIENTS and POST-PROCESSING)

COMMERCIAL SHADERS MAIN PAGE