NAME
    displaced brick pattern
    Liza Keith   liza@cinegrfx.com

DESCRIPTION
    This is an example of how to use a pattern for displacement.
    The highlight value is affected by the pattern as well.
    Other patterns are used to add to the look of the bricks and the mortar.
  
NAME
    untitled - Your one line description of the shader goes here

DESCRIPTION
    Your description of the shader goes here.
    This text is saved as part of your shader's stree file,
    so it can be made available to others who use the shader.

  
NAME
    untitled - Your one line description of the shader goes here

DESCRIPTION
    Your description of the shader goes here.
    This text is saved as part of your shader's stree file,
    so it can be made available to others who use the shader.

  
    camo-desert
    (c) Copyright 1996 Cinema Graphics, Inc.

VARIABLES
    Ka and Kd     - the coefficients to the ambient and diffuse functions.
    frequency     - is the frequency of the noise pattern
    K1 - K11      - are the colors for the spline

DESCRIPTION
    This is a matte shader which could be used for desert camo material.
    There is an example of how to use s and t as inputs to a 3D noise
    function instead of relying on P, to get a more surface oriented shader.

AUTHOR
    Liza Keith          --       liza@cinegrfx.com
  
    camo-jungle
    (c) Copyright 1996 Cinema Graphics, Inc.

VARIABLES
    Ka and Kd     - the coefficients to the ambient and diffuse functions.
    frequency     - is the frequency of the noise pattern
    K1 - K8       - are the colors for the spline

DESCRIPTION
    This is a matte shader which could be used for jungle camo material.
    There is an example of how to use s and t as inputs to a 3D noise
    function instead of relying on P, to get a more surface oriented shader.

AUTHOR
    Liza Keith          --       liza@cinegrfx.com
  
    T I T L E   O F   S H A D E R
    (c) Copyright 1996 Your Company, Inc.

VARIABLES
    VARNAME1 - short description
    VARNAME2 - another short description

DESCRIPTION
    Your indepth description of the shader goes here.
    This text is saved as part of your shader's stree file,
    so it can be made available to others who use the shader.

AUTHOR
    Your Name and email@address.com goes here
  
    T I T L E   O F   S H A D E R
    (c) Copyright 1997 Your Company, Inc.

VARIABLES
    VARNAME1 - short description
    VARNAME2 - another short description

DESCRIPTION
    Your indepth description of the shader
    goes here. This text is saved as part
    of your shader's stree file, so it can
    be made available to others who use
    the shader.

AUTHOR
    Your Name and email@address.com here
  
    Chromy
    (c) Copyright 1996 Cinema Graphics, Inc.

VARIABLES
    Ka, Kd, Ks    - the coefficients to the ambient, 
                    diffuse and specular functions, respectively
    roughness     - the exponent to the specular function
    specularcolor - the color of the specular highlight
    Kr            - the reflection intensity
    envmapfile    - the path for the environment map file
    CS            - the surface color; may be supplied by the rib stream

DESCRIPTION
    This is an example of the reflective shader with a reflection map.
    This is also an example of how to test a shader argument for validity.

AUTHOR
    Liza Keith          --       liza@cinegrfx.com
  
    clouds_fluffy
    (c) Copyright 1996 Cinema Graphics, Inc.

VARIABLES
    frequency     - the frequency the cloud pattern
    iterations    - the number of iterations in the noise for cloud pattern
    skycolor      - the sky color
    cloudcolor    - the cloud color

DESCRIPTION
    This is a simple constant shader usually used as a background panel,
    to depict fluffy clouds in the sky.

AUTHOR
    Liza Keith          --       liza@cinegrfx.com
  
  clouds_puffy
  (c) Copyright 1996 Cinema Graphics, Inc.

VARIABLES
  frequency     - the frequency the cloud pattern
  iterations    - the number of iterations for the noise in the cloud pattern
  cloudcolor    - the cloud color

DESCRIPTION
  This is a simple constant shader usually used as a background panel,
  to depict puffy clouds in the sky.  This example also shows how to use
  Os and Cs, the surface opacity and color from the rib stream, as global
  variables.

AUTHOR
  Liza Keith          --       liza@cinegrfx.com
  


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