Node {
RsID 120
Strg ""
Strg "Wiggle Intensity"
Strg "U Spacing"
Strg "V Spacing"
Strg "Tiles U"
Strg "Tiles V"
Strg "Width U 2"
Strg "Width U 3"
Strg "Width U 4"
Strg "Width U 5"
Strg "Width V 1"
Strg "Width V 2"
Strg "Width V 3"
Strg "Width V 4"
Strg "Width V 5"
Strg "Edge Intensity"
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg ""
Strg "Checking a box will put the U shader on top at that intersection. If the shader is not populated below, nothing will result. Shaders must be used from 1-5, no gaps allowed."
Strg "U 1  ---------> U 5"
Strg "V 5    ^      |      |      |      V 1"
Strg "3-D across thread"
Strg "Across Intensity"
Strg "3-D along thread"
Strg "Along Intensity"
Strg "Basic Mode"
Strg "Advanced Mode"
Strg "Width U 1"
Strg "Mask only"
Strg "Invert Mask"
Strg "Along"
Strg "Across"
Strg "Shader Compression"
}
Node {
RsID 138
Strg "Master Saturation Modifier"
Strg "Red Saturation Modifier"
Strg "Green Saturation Modifier"
Strg "Blue Saturation Modifier"
Strg "Desaturate"
Strg "Gray Scale"
}
Node {
RsID 158
Strg "Master Saturation Modifier"
Strg "Red Saturation Modifier"
Strg "Green Saturation Modifier"
Strg "Blue Saturation Modifier"
Strg "Desaturate"
Strg "Gray Scale"
Strg "Act on these Channels:"
Strg "Glow"
Strg "Color"
Strg "Highlight"
Strg "Translucency"
}
Node {
RsID 128
Strg "Smooth Mix"
Strg "Shader Mix"
Strg "Shader Intensity"
Strg "Edge Mode"
Strg "Control Mode"
Strg "Shader 1"
Strg "Shader 2"
Strg "Shader 3"
Strg "Shader 4"
Strg "Shader 5"
Strg "Shader 6"
Strg "Shader 7"
Strg "Shader 8"
Strg "Shader 9"
Strg "Shader 10"
Strg "Manual Influences"
Strg "Auto Distribute Influences"
Strg "Influence Setup"
Strg "Linear"
Strg "Edge Blend"
Strg "Percentage Falloff"
Strg "Use Falloff"
Strg "Fill undefined with Shader 10"
Strg "Mixer Mode"
Strg "Add Mode"
Strg "0"
Strg "Show Mix"
Strg "Luma Value Checker"
}
Node {
RsID 122
Strg "Edge Mode"
Strg "Shader 1"
Strg "Shader 2"
Strg "Shader 3"
Strg "Shader 4"
Strg "Shader 5"
Strg "Shader 6"
Strg "Shader 7"
Strg "Shader 8"
Strg "Shader 9"
Strg "Shader 10"
Strg "Influence Setup"
Strg "Edge Blend"
Strg "Percentage Falloff"
Strg "Use Falloff"
Strg "Fill undefined with Shader 10"
Strg "Luma Value Checker"
Strg "Linear"
Strg "Manual Influences"
Strg "Auto Distribute Influences"
Strg "Shader Intensity"
Strg "Smooth Mix"
Strg "Shader Mix"
Strg "Show Mix"
Strg "0"
}
Node {
RsID 136
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "Use 1st Falloff for all"
Strg "0.00"
Strg "0.00"
Strg "Fill rest with last color"
Strg "Center"
Strg "Falloff"
Strg "Color"
Strg "Pitch"
Strg "Yaw"
Strg "Edge Mix Mode"
Strg "Angle Mode"
Strg "Grayscale output"
Strg "Invert Grayscale"
Strg "Object to reference"
Strg "Enter Object"
Strg "Light Vector"
Strg "Reference Vector"
Strg "Reference Angle"
Strg "Smooth Mix"
Strg "Shader mix"
}
Node {
RsID 134
Strg "Lesser"
Strg "Greater"
Strg "0.00"
Strg "X axis"
Strg "0.00"
Strg "Lesser"
Strg "Greater"
Strg "0.00"
Strg "Y axis"
Strg "0.00"
Strg "0.00"
Strg "Z axis"
Strg "0.00"
Strg "OR Mode"
Strg "AND Mode"
Strg "Lesser"
Strg "Greater"
Strg "Global"
Strg "Local"
Strg "Use randomize shader"
Strg "Randomize strength"
}
Node {
RsID 130
Strg "Dispersion"
Strg "x"
Strg "0.00"
Strg "y"
Strg "0.00"
Strg "K"
Strg "0.00"
Strg "Wavelength/nm"
Strg ""
Strg "Color"
Strg "Polarization"
Strg "_|_"
Strg "||"
Strg "Lighting"
Strg "Refraction,  Re
"
Strg "0.0000"
Strg "+/-"
Strg "Refraction,  Im
"
Strg "0.0000"
Strg "+/-"
Strg "Permittivity"
Strg "0.0000"
Strg "+/-"
Strg "Object Material, n2"
Strg "Refraction,  Real"
Strg "0.0000"
Strg "Refraction,  Imaginary"
Strg "0.0000"
Strg "Permittivity"
Strg "0.0000"
Strg "Medium, n1"
Strg "n2rd"
Strg "0.0000"
Strg "n2id"
Strg "0.0000"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "Spectral RGB"
Strg "Calculated"
Strg "Reflection"
Strg "Transparency"
Strg "Mode"
Strg "Camera 1"
Strg "Object to reference"
Strg "Shader  Mix"
Strg "Smooth Mix"
Strg "Transition Mode"
}
Node {
RsID 170
Strg "Refraction,  Re
"
Strg "0.0000"
Strg "+/-"
Strg "Permittivity"
Strg "0.0000"
Strg "+/-"
Strg "Object Material, n2"
Strg "Refraction,  Real"
Strg "0.0000"
Strg "Permittivity"
Strg "0.0000"
Strg "Medium, n1"
Strg "Calculated"
Strg "Reflection"
Strg "Transparency"
Strg "Mode"
Strg "Camera 1"
Strg "Object to reference"
Strg "Shader  Mix"
Strg "Smooth Mix"
Strg "Transition Mode"
Strg "Spectral RGB"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "0.00"
Strg "n2id"
Strg "0.00"
Strg "n2rd"
Strg "Light Polarization"
Strg "Perpendicular"
Strg "Color"
Strg ""
Strg "Wavelength/nm"
Strg "0.00"
Strg "K"
Strg "0.00"
Strg "y"
Strg "0.00"
Strg "x"
Strg "Dispersion"
Strg "+/-"
Strg "Refraction,  Im
"
Strg "0.0000"
Strg "Refraction,  Imaginary"
Strg "0.0000"
}
Node {
RsID 124
Strg "Use randomize shader"
Strg "Enter Object"
Strg "Single"
Strg "Object to reference"
Strg "Randomize strength"
Strg "0.00"
Strg "Distance to begin fade"
Strg "0.00"
Strg "Offset"
Strg "Hot Point"
Strg "Center Point"
Strg "Surface Point"
Strg "Shaded Object Mode"
Strg "Check in axes"
Strg "0.00"
Strg "Distance to fade over"
Strg "X"
Strg "Y"
Strg "Z"
}
Node {
RsID 144
Strg "Falloff"
Strg "Invert Grayscale"
Strg "Light"
Strg "Enter Object"
Strg "Bezier"
Strg "Linear"
Strg "Camera"
Strg "Enter Object"
Strg "Angle Limits"
Strg "Shaded Object Mode"
Strg "Ease In/Out"
Strg "Surface Point"
Strg "Center Point"
Strg "Hot Point"
}
Node {
RsID 154
Strg "Invert Grayscale"
Strg "Light"
Strg "Enter Object"
Strg "Facet Angle Limits"
Strg "Shade Mode"
Strg "Return Light Color"
Strg "Shine-thru"
Strg "Surface"
Strg "Center"
Strg "Hot"
Strg "New Mode"
}
Node {
RsID 160
Strg "Radius"
Strg "Height"
Strg "Height Offset"
Strg "Width"
Strg "Ripple Shaping"
Strg "Inter-ripple banding"
Strg "Auto Spread"
Strg "Rebound"
Strg "u"
Strg "v"
Strg "Show"
Strg "Center Coordinates"
Strg "Rebnd Size"
Strg "Rebnd Dist"
}
Node {
RsID 146
Strg "Height"
Strg "Taper"
Strg "Number"
Strg "v"
Strg "u"
Strg "Center Coordinates"
Strg "Circular Falloff"
Strg "Radial Start"
Strg "Radial End"
Strg "Radial St Falloff"
Strg "Radial End Falloff"
Strg "Width"
Strg "Offset"
Strg "Width Control"
Strg "Fill Center"
Strg "Constant Width"
}
Node {
RsID 132
Strg "10"
Strg "        Reference Shader"
Strg "9"
Strg "8"
Strg "7"
Strg "6"
Strg "5"
Strg "3"
Strg "2"
Strg "1"
Strg "4"
Strg "One"
Strg "Two"
Strg "Three"
Strg "Four"
Strg "Five"
Strg "Six"
Strg "Seven"
Strg "Eight"
Strg "Nine"
Strg "Ten"
Strg "Pass      Pass Name"
}
Node {
RsID 142
Strg "One"
Strg "Two"
Strg "Three"
Strg "Four"
Strg "Five"
Strg "Six"
Strg "Seven"
Strg "Eight"
Strg "Nine"
Strg "Ten"
Strg "Pass Name"
Strg "1"
Strg "3"
Strg "2"
Strg "4"
Strg "5"
Strg "6"
Strg "7"
Strg "8"
Strg "9
"
Strg "10"
}
Node {
RsID 152
Strg "Offset Mode"
Strg "Object Mode"
Strg "Local- override axes"
Strg "Enter Object"
Strg "Object to reference"
Strg "0.00"
Strg "Offset"
Strg "0.00"
Strg "0.00"
Strg "Z"
Strg "Y"
Strg "X"
Strg "X"
Strg "Y"
Strg "Z"
Strg "Global- override axes"
Strg "X"
Strg "Y"
Strg "Z"
}
Node {
RsID 156
Strg "Red Range"
Strg "Green Range"
Strg "Blue Range"
Strg "Alpha Mode"
Strg "Key Mode"
Strg "Key Color Picker"
}
CMNU {
RsID 150
Strg ""
Strg "- "
Strg "D30"
Strg "D35"
Strg "D40"
Strg "D45"
Strg "D50"
Strg "D55"
Strg "D60"
Strg "D65"
Strg "D70"
Strg "D75"
Strg "D80"
Strg "D85"
Strg "D90"
Strg "D93"
Strg "  "
Strg ""
}
CMNU {
RsID 128
Strg ""
Strg "Water"
Strg "Air"
Strg "Glass"
Strg "Diamond"
Strg "Crystal"
Strg "Quartz"
Strg "Plastic"
Strg "Silver"
Strg "Gold"
Strg "Aluminium"
Strg "Copper"
Strg "Bronze"
Strg "Iron"
Strg "Ferrite"
Strg "Alcohol"
Strg "Amber"
Strg "Amethyst"
Strg "Emerald"
Strg "Ice"
Strg "Ruby"
Strg "Salt"
Strg "Topaz"
Strg "Mylar"
Strg "Nickel"
Strg "Platinum"
Strg "Titanium"
Strg "Plexiglass"
Strg "Obsidian"
Strg "Sea Water"
Strg "Fresh Water"
Strg "Dirty Water"
Strg " "
Strg ""
}
Dlog {
RsID 1200
Strg "Shoestring Shaders Password Entry"
Strg "Enter Password if you have it, otherwise hit ok for Evaluation Mode"
Strg ""
Strg ""
}
COMP {
RsID 120
Strg "Weave"
Strg "Shoestring Shaders"
}
COMP {
RsID 138
Strg "Grayscale-Desat"
Strg "Shoestring Shaders"
}
COMP {
RsID 158
Strg "Grayscale-Desat"
Strg "Shoestring Shaders Complex #1"
}
COMP {
RsID 128
Strg "Super Mixer"
Strg "Shoestring Shaders"
}
COMP {
RsID 122
Strg "Super Mixer Complex"
Strg "Shoestring Shaders Complex #1"
}
COMP {
RsID 136
Strg "Iridescent"
Strg "Shoestring Shaders"
}
COMP {
RsID 134
Strg "Location"
Strg "Shoestring Shaders"
}
COMP {
RsID 130
Strg "Fresnel"
Strg "Shoestring Shaders"
}
COMP {
RsID 170
Strg "Easy Fresnel"
Strg "Shoestring Shaders"
}
COMP {
RsID 124
Strg "Proximity"
Strg "Shoestring Shaders"
}
COMP {
RsID 144
Strg "Angle"
Strg "Shoestring Shaders"
}
COMP {
RsID 154
Strg "Lit"
Strg "Shoestring Shaders"
}
COMP {
RsID 160
Strg "Drip"
Strg "Shoestring Shaders"
}
COMP {
RsID 146
Strg "Spokes"
Strg "Shoestring Shaders"
}
COMP {
RsID 132
Strg "MultiPass Control"
Strg "Shoestring Shaders"
}
COMP {
RsID 142
Strg "MultiPass Manager"
Strg "Shoestring Shaders Complex #1"
}
COMP {
RsID 152
Strg "Coordinate_Shift"
Strg "Shoestring Shaders Complex #1"
}
COMP {
RsID 156
Strg "Key"
Strg "Shoestring Shaders"
}
PMap {
RsID 120
Strg "Mode"
Strg "5 1"
Strg "5 2"
Strg "5 3"
Strg "5 4"
Strg "5 5"
Strg "4 1"
Strg "4 2"
Strg "4 3"
Strg "4 4"
Strg "4 5"
Strg "3 1"
Strg "3 2"
Strg "3 3"
Strg "3 4"
Strg "3 5"
Strg "2 1"
Strg "2 2"
Strg "2 3"
Strg "2 4"
Strg "2 5"
Strg "1 1"
Strg "1 2"
Strg "1 3"
Strg "1 4"
Strg "1 5"
Strg "Wiggle Intensity"
Strg "Edge Intensity"
Strg "3-D Across"
Strg "3-D Along"
Strg "Across Intensity"
Strg "Along Intensity"
Strg "Horizontal Blank"
Strg "Vertical Blank"
Strg "Number of Tiles U"
Strg "Number of Tiles V"
Strg "Horizontal Width 1"
Strg "Horizontal Width 2"
Strg "U Width 3"
Strg "U Width 4"
Strg "U Width 5"
Strg "V Width 1"
Strg "V Width 2"
Strg "V Width 3"
Strg "V Width 4"
Strg "V Width 5"
Strg "Mask only"
Strg "Invert mask"
Strg "Wiggle"
Strg "Edge"
Strg "Background"
Strg "U 1"
Strg "U 2"
Strg "U 3"
Strg "U 4"
Strg "U 5"
Strg "V 1"
Strg "V 2"
Strg "V 3"
Strg "V 4"
Strg "V 5"
Strg "Compression Along"
Strg "Compression Across"
}
PMap {
RsID 138
Strg "Master Level"
Strg "Red Level"
Strg "Green Level"
Strg "Blue Level"
Strg "Grayscale Mode"
Strg "Input Shader"
}
PMap {
RsID 158
Strg "Master Level"
Strg "Red Level"
Strg "Green Level"
Strg "Blue Level"
Strg "Grayscale Mode"
Strg "Input Shader"
Strg "Modify Color"
Strg "Modify Color"
Strg "Modify Color"
Strg "Modify Color"
}
PMap {
RsID 128
Strg "Edge Mode"
Strg "Add/Mix Mode"
Strg "Influence Shader 1"
Strg "Influence Shader 2"
Strg "Influence Shader 3"
Strg "Influence Shader 4"
Strg "Influence Shader 5"
Strg "Influence Shader 6"
Strg "Influence Shader 7"
Strg "Influence Shader 8"
Strg "Influence Shader 9"
Strg "Influence Shader 10"
Strg "Falloff"
Strg "Linear Blend"
Strg "Fill Null"
Strg "% to blend"
Strg "Influence Setup"
Strg "Intensity"
Strg "Value"
Strg "Color Picker"
Strg "Show Mix Shader"
Strg "Mix Shader"
Strg "Blend Shader"
Strg "Shader 1"
Strg "Shader 2"
Strg "Shader 3"
Strg "Shader 4"
Strg "Shader 5"
Strg "Shader 6"
Strg "Shader 7"
Strg "Shader 8"
Strg "Shader 9"
Strg "Shader 10"
}
PMap {
RsID 122
Strg "Edge Mode"
Strg "Influence Shader 1"
Strg "Influence Shader 2"
Strg "Influence Shader 3"
Strg "Influence Shader 4"
Strg "Influence Shader 5"
Strg "Influence Shader 6"
Strg "Influence Shader 7"
Strg "Influence Shader 8"
Strg "Influence Shader 9"
Strg "Influence Shader 10"
Strg "Falloff"
Strg "Linear Blend"
Strg "Fill Null"
Strg "% to blend"
Strg "Influence Setup"
Strg "Intensity"
Strg "Value"
Strg "Color Picker"
Strg "Show Mix Shader"
Strg "Mix Shader"
Strg "Blend Shader"
Strg "Shader 1"
Strg "Shader 2"
Strg "Shader 3"
Strg "Shader 4"
Strg "Shader 5"
Strg "Shader 6"
Strg "Shader 7"
Strg "Shader 8"
Strg "Shader 9"
Strg "Shader 10"
}
PMap {
RsID 136
Strg "Object Name"
Strg "Color One"
Strg "Center One"
Strg "Falloff One"
Strg "Color Two"
Strg "Center Two"
Strg "Falloff Two"
Strg "Color Three"
Strg "Center Three"
Strg "Falloff Three"
Strg "Color Four"
Strg "Center Four"
Strg "Falloff Four"
Strg "Color Five"
Strg "Center Five"
Strg "Falloff Five"
Strg "Color Six"
Strg "Center Six"
Strg "Falloff Six"
Strg "Color Seven"
Strg "Center Seven"
Strg "Falloff Seven"
Strg "Last is rest"
Strg "Copy falloff"
Strg "Grayscale"
Strg "Invert Grayscale"
Strg "Yaw"
Strg "Pitch"
Strg "Edge Mode"
Strg "Vector Mode"
Strg "Edge Control"
}
PMap {
RsID 134
Strg "X boundary 1"
Strg "X boundary 2"
Strg "Use Axis X"
Strg "Greater or Less X"
Strg "Y boundary 1"
Strg "Y boundary 2"
Strg "Use Axis Y"
Strg "Greater or Less Y"
Strg "Z bound 1"
Strg "Z bound 2"
Strg "Use Axis Z"
Strg "Greater or Less Z"
Strg "And/or mode"
Strg "Local/Global mode"
Strg "Use shader"
Strg "Rand strength"
Strg "Randomize"
}
PMap {
RsID 130
Strg "Object Name"
Strg "Mode"
Strg "Edge Control"
Strg "n1r"
Strg "n1i"
Strg "n2r"
Strg "n2i"
Strg "mu1r"
Strg "mu2r"
Strg "Pper"
Strg "TRMode"
Strg "n2rslider"
Strg "n2islider"
Strg "mu2rslider"
Strg "lambdaslider"
Strg "disp      "
Strg "n2rd"
Strg "n2id"
Strg "Preset n1"
Strg "Preset n2"
Strg "Preset illum"
Strg "Color Object"
Strg "Spectral Color"
Strg "Spectral Red"
Strg "Spectral Green"
Strg "Spectral Blue"
Strg "illuminant Color"
Strg "illuminant"
Strg "xWhite"
Strg "yWhite    "
}
PMap {
RsID 170
Strg "Object Name"
Strg "Mode"
Strg "Edge Control"
Strg "n1r"
Strg "n1i"
Strg "n2r"
Strg "n2i"
Strg "mu1r"
Strg "mu2r"
Strg "Pper"
Strg "TRMode"
Strg "n2rslider"
Strg "n2islider"
Strg "mu2rslider"
Strg "lambdaslider"
Strg "disp      "
Strg "n2rd"
Strg "n2id"
Strg "Preset n1"
Strg "Preset n2"
Strg "Preset illum"
Strg "Color Object"
Strg "Spectral Color"
Strg "Spectral Red"
Strg "Spectral Green"
Strg "Spectral Blue"
Strg "illuminant Color"
Strg "illuminant"
Strg "xWhite"
Strg "yWhite    "
}
PMap {
RsID 124
Strg "Object Name"
Strg "Use shader"
Strg "Rand strength"
Strg "Point Mode"
Strg "X axis"
Strg "Y axis"
Strg "Z axis"
Strg "Limit"
Strg "Distance to fade over"
Strg "Offset"
Strg "Single object mode"
Strg "Randomize"
}
PMap {
RsID 144
Strg "Camera"
Strg "Light"
Strg "Invert Grayscale"
Strg "Falloff Mode"
Strg "Angle Limits"
Strg "Point Mode"
Strg "Falloff Ease"
}
PMap {
RsID 154
Strg "Light"
Strg "Invert Grayscale"
Strg "Pass color"
Strg "Shine thru"
Strg "Angle"
Strg "Point Mode"
Strg "Shine thru"
}
PMap {
RsID 160
Strg "Center U location"
Strg "Center V location"
Strg "Height"
Strg "Width"
Strg "Offset"
Strg "Radius"
Strg "Inter-ripple freq"
Strg "Use ripple shaping"
Strg "Auto damping"
Strg "Use rebound"
Strg "Rebound size"
Strg "Rebound lag"
Strg "Show Center"
}
PMap {
RsID 146
Strg "Center U location"
Strg "Center V location"
Strg "Height"
Strg "Width"
Strg "Number"
Strg "Offset"
Strg "Taper"
Strg "Circular Falloff"
Strg "Radial Start"
Strg "Radial End"
Strg "Start Radial Falloff"
Strg "End Radial Falloff"
Strg "Constant Width"
Strg "Fill Center"
}
PMap {
RsID 132
Strg "Label 1"
Strg "Label 2"
Strg "Label 3"
Strg "Label 4"
Strg "Label 5"
Strg "Label 6"
Strg "Label 7"
Strg "Label 8"
Strg "Label 9"
Strg "Label 10"
Strg "Value"
Strg "Ref Shader"
}
PMap {
RsID 142
Strg "Pass 1"
Strg "Pass 2"
Strg "Pass 3"
Strg "Pass 4"
Strg "Pass 5"
Strg "Pass 6"
Strg "Pass 7"
Strg "Pass 8"
Strg "Pass 9"
Strg "Pass 10"
Strg "Pass Control"
Strg "Pass 1"
Strg "Pass 2"
Strg "Pass 3"
Strg "Pass 4"
Strg "Pass 5"
Strg "Pass 6"
Strg "Pass 7"
Strg "Pass 8"
Strg "Pass 9"
Strg "Pass 10"
}
PMap {
RsID 152
Strg "Offset/Object Mode"
Strg "Reference Object Name"
Strg "X Offset"
Strg "Y Offset"
Strg "Z Offset"
Strg "Global X axis"
Strg "Global Y axis"
Strg "Global Z axis"
Strg "Local X axis"
Strg "Local Y axis"
Strg "Local Z axis"
Strg "Input Shader"
}
PMap {
RsID 156
Strg "Red Range"
Strg "Green Range"
Strg "Blue Range"
Strg "Key Mode"
Strg "Key Picker"
Strg "Input Shader"
}
