Disparity between the FalloffTex and Falloff (3ds Max)

Hello, I’m having a big difference when using FalloffTex (Maya) and Falloff (3ds Max) between the final render in Maya and 3ds Max. (the version of VRay is the same in both programs: 2.40).

The left image is a render of maya. And the image from the right is 3ds Max. \*VRayPhysicalCamera ON: are the same between the two!

This is my setup in Maya:
And this is in 3ds Max:

I carefully checked the camera and the light is exactly the same position and with the same settings. Also configured exactly the same Render Setup in VRay between Maya and Max. If someone wants to check the original images here are the links:
https://dl.dropboxusercontent.com/u/3209260/Renders/VRay/MaxRender.vrimg
https://dl.dropboxusercontent.com/u/3209260/Renders/VRay/MayaRender.vrimg

Anyone have any idea why this is happening? :face_with_spiral_eyes:

Thank you for your time.



You’re using two totally different settings - the maya one is using a fresnel curve which doesn’t evenly go between black and white which the max on at this setting will. To get something pretty similar to the max one, try using a ramp texture from black to white, and feed a samplerinfo node with the facing ratio output plugged into the v Coord input of the ramp.

Many thanks joconnell, for the quick response :smile:

I did exactly what you advised is to my surprise nothing has changed. :shock:

Maya left the ramp. 3ds Max render in the right.

Comparison between before and after in maya.

I’m doing something wrong?


The difference comes from something else but not from Falloff/FallOffTex maps(if falloff texture was being set up the same way in both apps).
I did a quick test with VrayLightMtl + Falloff text in both apps, Max and Maya with both version 2.4 and 3.0 and the result was exactly the same.
Please check both scenes in your environment and send us yours for investigation:
783_FallOff.zip (55.1 KB)