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Falloff end distance for Reflection and Refraction

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  • Falloff end distance for Reflection and Refraction

    Not sure if it is already possible, but I'd like a falloff end distance for reflections and refractions, like in the standard max raytrace material.
    Gavin Jeoffreys
    Freelance 3D Generalist

  • #2
    This is already implemented in newer builds for reflections; I'm not sure how much sense it makes to do that for refractions.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Thanks for the quick reply Vlado.
      Don't know if I'm being a bit slow, I'm using SP4a, where do I set the falloff distance?
      Gavin Jeoffreys
      Freelance 3D Generalist

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      • #4
        I meant builds newer than SP4a, sorry for the confusion. They are not released officially yet.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          That is great Vlado, i've been waiting for that feature for years.
          Thanks.
          www.gaell.com

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          • #6
            In the meantime you can try playing with the mix curve in your falloff map. I've had reasonable success using this method for those 'Apple-style' product shots in the past. Try adding a point and dragging it down towards the bottom right-hand corner (if memory serves correctly).

            Check out my models on 3dOcean

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            • #7
              Thanks Stef, not really what I need it for. Thats more for falloff vs angle to camera.
              I need falloff vs distance from mirror. Just so objects further than X distance from my object dont appear in the reflection.
              Gavin Jeoffreys
              Freelance 3D Generalist

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              • #8
                The Falloff map also has a distance mode. While this isnt exactly what you are looking for it can still work if set up carefully.

                Regards,
                Thorsten

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                • #9
                  Ahh, ok I thought you were meaning end distance in the z direction.
                  Check out my models on 3dOcean

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                  • #10
                    Vlado but if we have this new falloff reflection, it affect also the highlights?? If Yes is it possible to implement this falloff only for the reflection and not for specular highlights??

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                    • #11
                      It is only for reflections; hilights are produced by shadow rays from the lights, and these are not affected.

                      Best regards,
                      Vlado
                      I only act like I know everything, Rogers.

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                      • #12
                        Would it be possible for someone to show me in more detail how to do this with a fall-off map. Any help would be appreciated.

                        Thanks,
                        Travis

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                        • #13
                          The fall-off map is actually broken inside of 3dsMax as far as the distance blend option for a given axis is concerned. I don't know at what point this happened, but the only way to get reflections to fall off based on distance in a given axis is to use mental ray. It would be awesome if the V-Ray Material had this parameter built in, as well as the V-Ray Map (for use with the extra texture render element).
                          Stephen Hallquist
                          Rayden, Inc.
                          www.rayden.tv

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                          • #14
                            Yes, this is already there for future versions.

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

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