The VRayGradient map would address the shortcomings of Max's own 3 different gradient maps, as well as adding some VRay-specific features.
Current limitations of Max implementations:
-Some of the gradient types, like distance to camera, require VRay to have the Max shade context thingy on, which slows it down (although marginally).
-To get further control of the falloff map, you need to put it inside a gradient ramp map. This is redundant.
-The gradient ramp doesn't allow decimal positions of the keys, which can be a huge problem when dealing with fine control (try using one to isolate a specific position on a heightmap for terrain texturing purposes, you're forced to deal in Meters rather than centimeters).
-Has a lack of control when it comes to VRay. If you're doing something based on shadow/light, you can't say wether to take into account GI or not.
VRayGradient map features:
-Combines what was in the Max falloff map and the Max Gradient Ramp map.
-Possibly making the Gradient types so that they can be added to via the SDK.
-Gradient has no fixed range (0-1), you could go from -100 to 900 if you wanted. Gradient keys would either switch according to the type or the user is expected to know this. IE a distance gradient becomes unit (metres for example) and incidence gradients become degrees OR 0 is 0m and 1.0 is 1m, 0 is 0 degrees and 1.0 is 180 degrees.
-Gradient types (then a context sensitive rollout underneath depending on the type you choose):
+Shape (offering all the shapes currently in Gradient Ramp)
+Mapped
+Bump (based on bump height)
+Slope (specify Axis/vector)
+Incidence to Camera (can use custom IOR)
+Incidence to Light (offer light list or "use all" to act like light+shadow falloff mode, additionally have "use GI" checkbox),
+Distance to Camera (specify camera, "use all")
+Distance to object (specify objects, "use self", axis control)
+Fog (acts like VRay's material fog, so you can make surface features based on surface thickness, like water appearing to become greener as it gets closer to the surface, etc.).
Current limitations of Max implementations:
-Some of the gradient types, like distance to camera, require VRay to have the Max shade context thingy on, which slows it down (although marginally).
-To get further control of the falloff map, you need to put it inside a gradient ramp map. This is redundant.
-The gradient ramp doesn't allow decimal positions of the keys, which can be a huge problem when dealing with fine control (try using one to isolate a specific position on a heightmap for terrain texturing purposes, you're forced to deal in Meters rather than centimeters).
-Has a lack of control when it comes to VRay. If you're doing something based on shadow/light, you can't say wether to take into account GI or not.
VRayGradient map features:
-Combines what was in the Max falloff map and the Max Gradient Ramp map.
-Possibly making the Gradient types so that they can be added to via the SDK.
-Gradient has no fixed range (0-1), you could go from -100 to 900 if you wanted. Gradient keys would either switch according to the type or the user is expected to know this. IE a distance gradient becomes unit (metres for example) and incidence gradients become degrees OR 0 is 0m and 1.0 is 1m, 0 is 0 degrees and 1.0 is 180 degrees.
-Gradient types (then a context sensitive rollout underneath depending on the type you choose):
+Shape (offering all the shapes currently in Gradient Ramp)
+Mapped
+Bump (based on bump height)
+Slope (specify Axis/vector)
+Incidence to Camera (can use custom IOR)
+Incidence to Light (offer light list or "use all" to act like light+shadow falloff mode, additionally have "use GI" checkbox),
+Distance to Camera (specify camera, "use all")
+Distance to object (specify objects, "use self", axis control)
+Fog (acts like VRay's material fog, so you can make surface features based on surface thickness, like water appearing to become greener as it gets closer to the surface, etc.).
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