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  • Extra tex height map gradient?

    So this is sort of a max question more than a Vray one. I am trying to put a height map gradient on a large scene with extraTex and world z planar mapping.

    Seems like I am reaching the maximum realworld scale units and cannot scale the map any further.

    I am trying to do this without explicit UVW mapping on the geo. Simply using planar world.

    I have tried Distance blend in a falloff with world z but the units dont seem to correlate at all.

    Ideas?

    Click image for larger version

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    Reel 2016

  • #2
    Use a planar UV map in Y or Z orientation and align it to fit your mesh and put the map channel number onto something you aren't using if you want to keep any existing mapping.
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    • #3
      Thanks Dave, yeah I am aware of this. The issue is I have a few forest pack scatters and putting a UVW map on it blows away the scattering. Was hoping to find a world space type option that doesnt require explicit mapping.
      Reel 2016

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      • #4
        You could adapt this technique using VrayDistanceTex to drive the gradient mapping. I'm not sure how Forest would respond to the result though.

        http://xoio-air.de/2011/procedural-wave-maps/

        This is what I came up with. The blue plane is aligned to the bottom of the terrain so the distance will be calculated from that elevation.
        Attached Files

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        • #5
          Worked brilliantly! Still couldn't get the rgb gradient because the object sizes are too large, but the two-tone is just fine. Now we can comp low level haze

          Thanks PixelJockey.

          Click image for larger version

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          Reel 2016

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