I'm trying to make an irridescent material. The way I would have done this in VRay for Max would have been to make a Gradient Ramp map with my spectrum, put it in "mapped" mode, and assign a black/white Falloff as the map.
However, the Gradient in VRay for Rhino doesn't appear to have a "Mapped" mode, so this approach appears to be a dead end.
The thin film interference OSL shader is out too, since I can't load OSL shaders in VRay for Rhino (right?)
What's the best way to approach this? I'm sort of getting there with a falloff between two noise maps with 4 spectral colors with coordinates set to Spherical Environment, but I don't think that's going to work in every case, as the colors won't actually change by angle.
Furthermore, Mapped mode for gradients is enormously useful in all sorts of material editing situations, as it's an end run around the limitations of any map with only two or three swatches. Any possibility of adding this to the built-in Gradient map, or is there a setup that replicates this functionality?
However, the Gradient in VRay for Rhino doesn't appear to have a "Mapped" mode, so this approach appears to be a dead end.
The thin film interference OSL shader is out too, since I can't load OSL shaders in VRay for Rhino (right?)
What's the best way to approach this? I'm sort of getting there with a falloff between two noise maps with 4 spectral colors with coordinates set to Spherical Environment, but I don't think that's going to work in every case, as the colors won't actually change by angle.
Furthermore, Mapped mode for gradients is enormously useful in all sorts of material editing situations, as it's an end run around the limitations of any map with only two or three swatches. Any possibility of adding this to the built-in Gradient map, or is there a setup that replicates this functionality?
Comment