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  • Falloff Map like max

    Hi,

    Coming from max where I used falloff maps in every material (grant warwick style) I am finding recreating these complex materials a rather clunky and non-intuitive process.

    How difficult would it be to recreate a falloff map in Maya the same as is already done for Max?

    It is extremely fast and useful to have all these controls in one map, especially when creating very complex blend materials where in max I would have falloff maps on eeeeeverything.

    Being able to control the falloff type, direction, control with a bezier curve and not just a simple gradient, as well as switch between RGB curves so quickly is very powerful and I think would be a great addition to Vray for Maya.

    Thoughts?


    -Eric

    FWIW I am using the ramp + sampler info method to recreate falloff maps. Let me know if there is a better method please?

    I found this script but have been unable to get it working in maya 15.. http://therenderblog.com/custom-fres...n-maya-part-2/
    Last edited by emartin8907; 22-06-2015, 03:26 PM.

  • #2
    V-Ray does include a texture plugin equivalent to the Falloff map in 3ds Max, but there is no UI for it... getting a curve control in Maya is a bit complicated. For the moment, ramp+samplerInfo is the best way to do that.

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

    Comment


    • #3
      hmmm so someone just needs to make a UI for it? Is there even much request for this? I can't imagine I'm the only one that would really like this in Maya vray, is everyone really just using the ramp sampler info method? Is this even on the radar for future builds?

      Cheers,

      Eric

      Comment


      • #4
        I think it's come up a few times before...

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

        Comment


        • #5
          Ramps and samplerInfo works, but it just doesn't have the amount of control that the curve editor does. I've wanted this in Maya for years and I know many others do too.

          Comment


          • #6
            Actually the only way I managed to do Falloff Map like max curves is as follows :
            Click image for larger version

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            I saw a guy using the curves of the graph editor but could not do work very well:
            Click image for larger version

Name:	Falloff for Maya.jpg
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            I hope this helps!

            Comment


            • #7
              Originally posted by doark View Post
              Actually the only way I managed to do Falloff Map like max curves is as follows :
              [ATTACH=CONFIG]24851[/ATTACH]

              I saw a guy using the curves of the graph editor but could not do work very well:
              [ATTACH=CONFIG]24852[/ATTACH]

              I hope this helps!
              Meant to get back to you earlier, nice workaround! Thanks for the tip!

              Comment


              • #8
                thanks doark! very helpful.

                still no bezier handles for control though :/

                maybe next vray build?

                Comment


                • #9
                  No, I don't think so. Maya doesn't have a Bezier curve control, and I really have no desire to code one - we don't have any experience with custom Qt widgets, so we will probably make a mess out of it anyways.

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

                  Comment


                  • #10
                    Bummer, thanks for the heads up though!

                    Comment


                    • #11
                      Originally posted by emartin8907 View Post
                      thanks doark! very helpful.

                      still no bezier handles for control though :/

                      maybe next vray build?
                      Yes, no bézier. But most important is working. I made a curve at Maya and recreated the same curve in the Max Falloff. And worked very well. Here's the test:
                      Click image for larger version

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                      Click image for larger version

Name:	Max.png
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                      My curve was this:Click image for larger version

Name:	Maya_curve.PNG
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ID:	857838 but I did not save the curve of the Max. The only caveat is: the end result is just next to the curves are linear. Since the Maya has no bezier. The trick is to compensate by hand.

                      Originally posted by vlado View Post
                      No, I don't think so. Maya doesn't have a Bezier curve control, and I really have no desire to code one - we don't have any experience with custom Qt widgets, so we will probably make a mess out of it anyways.

                      Best regards,
                      Vlado
                      Click image for larger version

Name:	curves.PNG
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                      Vlado out of curiosity: Would not it have a way to use the implementation of the VFB Curve to control the values of a ramp for example?

                      Thanks for your attention!

                      Comment


                      • #12
                        Originally posted by doark View Post
                        Vlado out of curiosity: Would not it have a way to use the implementation of the VFB Curve to control the values of a ramp for example?
                        Unfortunately it's not that easy - they are in very different parts of the code. I'm not saying we won't ever do it; it could make a nice project for an intern, but it's a bit low priority.

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

                        Comment


                        • #13
                          I understand. Well, today I found your OSL Complex Fresnel. And it is working very well and fast. So I think for now may be low priority.

                          Thanks for the shader and response.

                          Comment


                          • #14
                            nice

                            how do you wire up the nodes?
                            i don't see any shader attributes after creating the texture and wiring up the shader file

                            Comment


                            • #15
                              To be honest the curve control in Max badly need some love as well so hopefully Autodesk will share a resource on this one so materials can easily be sent back and forth between Max and Maya.
                              Last edited by Dave_Wortley; 28-07-2015, 03:05 AM.
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