At 01:28 PM 11/4/2005 +0000, you wrote:
When people design these shaders they need to think about the rest of us non mathematical non techie type people.


OK, I'll see what I can do. Actually the most difficult thing mathematically is probably the slope calculation (for slope sensitive materials) and I stole that part from the dust shader if I'm not mistaken. What's difficult is the fine tuning and the sometimes unpredictable behavior of the displacement. I'm now working with multiple materials and scope, this makes it more complicated and maybe impossible to put it all into a single GUI... the materials only make sense if they are applied together and are evaluated in the correct order.

-Mark H

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