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 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 "AND Mode"
Strg "OR 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 "Hot Point"
Strg "Surface Point"
Strg "Center 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 "Hot"
Strg "Center"
Strg "Surface"
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 126
Strg "Shadow Only"
}
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"
}
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 128
Strg "Super Mixer"
Strg "Shoestring Shaders"
}
COMP {
RsID 122
Strg "Super Mixer Complex"
Strg "Complex Shaders # 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 126
Strg "Shadow Pass"
Strg "Complex Shaders # 1"
}
COMP {
RsID 132
Strg "MultiPass Control"
Strg "Shoestring Shaders"
}
COMP {
RsID 142
Strg "MultiPass Manager"
Strg "Complex Shaders # 1"
}
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 "Gray Level"
Strg "Red Level"
Strg "Green Level"
Strg "Blue Level"
Strg "Mode"
Strg "Input Shader"
}
PMap {
RsID 128
Strg "Blend"
Strg "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 "Smooth overlap"
Strg "Linear"
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 "Blend"
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 "Smooth overlap"
Strg "Linear"
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 One"
Strg "Color Three"
Strg "Center Three"
Strg "Falloff One"
Strg "Color Four"
Strg "Center Four"
Strg "Falloff One"
Strg "Color Five"
Strg "Center Five"
Strg "Falloff One"
Strg "Color Six"
Strg "Center Six"
Strg "Falloff One"
Strg "Color Seven"
Strg "Center Seven"
Strg "Falloff One"
Strg "Last is rest"
Strg "Copy falloff"
Strg "Grayscale"
Strg "Invert Grayscale"
Strg "YAW"
Strg "PITCH"
Strg "Mode"
Strg "Vector Mode"
Strg "Edge Control"
}
PMap {
RsID 134
Strg "X bound 1"
Strg "X bound 2"
Strg "Axis X"
Strg "Greater or Less X"
Strg "Y bound 1"
Strg "Y bound 2"
Strg "Axis Y"
Strg "Greater or Less Y"
Strg "Z bound 1"
Strg "Z bound 2"
Strg "Axis Z"
Strg "Greater or Less Z"
Strg "And or mode"
Strg "Local/Global"
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 mode"
Strg "Randomize"
}
PMap {
RsID 144
Strg "Camera"
Strg "Light"
Strg "Invert Grayscale"
Strg "Mode"
Strg "ANGLE"
Strg "Point Mode"
Strg "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 126
Strg "Shadow"
Strg "Shader"
}
PMap {
RsID 132
Strg "LEVL"
Strg "Ref Shader"
}
PMap {
RsID 142
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"
}
