Announcement

Collapse
No announcement yet.

Can reflection falloff be controlled by a gradient?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Can reflection falloff be controlled by a gradient?

    In V-Ray for 3dsmax you can set a falloff to control reflection and fine tune this falloff with a gradient. Would it be possible in modo? I cannot find a way to link a gradient to "V-Ray falloff". Could it be done other way?
    makebelievegraphics.com

  • #2
    One way to do this would be to just use MODO's gradient texture with "Input Parameter" set to "Incidence" (I think this is the default).

    If you still want to use the Falloff texture because it can generate the input for the gradient in more ways, then you can use nodal shading.
    Just connect the falloff's texture "Texture value" to a gradient's "inVal" channel. Setting the falloff texture in the following way will make
    it equivalent to the "Incidence" input :
    color1 = black
    color2 = white
    Type = Perpendicular/Parallel
    Direction Type = ViewZ

    I am attaching an example scene.

    Greetings,
    Vladimir Nedev
    Attached Files
    Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

    Comment


    • #3
      The previous example is very similar to using Max's "Output" curve in "Mono" mode.

      Here is another example, more similar to using Max's "Mix Curve" of the fall-off texture.
      In this one, you use the "Value" curve of the gradient texture and its "Texture value" output as
      the mask of a "Color blend" texture. You can then connect any textures to the "input color 1"
      and "input color 2" of the color blend. Or you can use the gradient texture directly as a "layer"
      mask in the shader tree to mix between 2 textures.

      Greetings,
      Vladimir Nedev
      Attached Files
      Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

      Comment


      • #4
        There is a third way to do it using only the shader tree, without any nodal connections.
        In this one you set the "effect" of the "falloff" texture to "Driver A". You then put
        a gradient texture above it, and set its input to "Driver A".

        I am attaching a scene.

        Greetings,
        Vladimir Nedev
        Attached Files
        Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

        Comment


        • #5
          For now I got satisfactory results with incidence gradient. It is the easiest way and allows to split colors in reflections.
          makebelievegraphics.com

          Comment

          Working...
          X