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Falloff Map like max

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  • #16
    Scene file for testing

    HI Vlado,
    Setting up animated curve with set driven key is easy and gives Bezier curve control inside of Animation graph editor but sadly it does not work with vray when sampler info is attached Attaching a scene file for your reference. Funny enough if I just animate the color values it works just fine...
    Attached Files

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    • #17
      Hi Vlado,
      the images attached works perfectly with mentalray and maya materials.... set driven key method i can send you a demo file if it helps... is it possible to integrate the same in vray that would really help. all we need to do is add a reverse node and it will start working like max curves.... end of the day its a curve attached to samplerinfo to get the falloff... also support with basier handles and adding weights to them could be really powerfull.


      really want/need this support....

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      • #18
        yes the OSL fresnel would help but then it wont get the finer control as the curves in max.. some times it comes down to aesthetics and not physical accuracy.... with curves we can tweak and fake things a little to make it pleasing... there is a script out there which does similar thing with cuves but very hard to modify as it adds lots of control points...

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        • #19
          I know a lot of people, including myself, that would love to have the functionality of the Max vray power shader falloff maps in Vray for Maya.

          The OSL Complex Fresnel shader is great but like sajeelshukla writes, "some times it comes down to aesthetics and not physical accuracy."

          Please make this a priority.

          Thank you Chaos Group team!

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          • #20
            Ok, will see what can be done about it.

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

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            • #21
              That is right.
              want VRay native's Bezier curve control!

              OakCorp Japan - Yuji Yamauchi
              oakcorp.net
              v-ray.jp

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              • #22
                definitely , would be great to see this
                e: info@adriandenne.com
                w: www.adriandenne.com

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                • #23
                  I'm excited to see what Vlado and the Chaos Group team come up with for us. Definitely a necessity. Thanks!

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                  • #24
                    this would be most rad

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                    • #25
                      Vlado, there are a few maps which are integral to the way we build shaders in 3dsmax.

                      It would be amazing if there was VRay versions of these maps which were exactly the same between max and maya. Gradient Ramp, Falloff and Noise would be the big three. It would allow writing scripts that convert VRay materials in 3dsmax to materials in Maya massively more simple.
                      Maxscript made easy....
                      davewortley.wordpress.com
                      Follow me here:
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                      If you don't MaxScript, then have a look at my blog and learn how easy and powerful it can be.

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                      • #26
                        All of these are already there as V-Ray shaders, we just don't have specific UI for them. A lot of people use TexNoiseMax already.

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

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                        • #27
                          Originally posted by vlado View Post
                          we don't have any experience with custom Qt widgets, so we will probably make a mess out of it anyways.
                          I can safely assume that give the way your team manages to successfully pull off pretty much everything they seem to look at that it wouldn't be a mess!

                          I'll put a +1 in for UIs for these shaders
                          Maxscript made easy....
                          davewortley.wordpress.com
                          Follow me here:
                          facebook.com/MaxMadeEasy

                          If you don't MaxScript, then have a look at my blog and learn how easy and powerful it can be.

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                          • #28
                            Sorry to drag this up again but I cant remember if someone said the curve ui falloff thing was going to be in the next update? Was i imagining this?
                            e: info@adriandenne.com
                            w: www.adriandenne.com

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                            • #29
                              Originally posted by francomanko View Post
                              Sorry to drag this up again but I cant remember if someone said the curve ui falloff thing was going to be in the next update? Was i imagining this?
                              See attachment...

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

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                              • #30
                                This is really great Vlado... Looks to me, in terms of point tangent control, it's based on available controls Maya provides. My experience is if we can get adjust table tangent handle in there (like the one available in Maya's graph editor), it would save users a lot of time on using multiple points with different interpolation types. That's several clicks here and there versus one or two points with tweaking tangle handles elegantly.
                                always curious...

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