I have recreated the linear falloff map that Viscorbel is talking about HERE
Viscorbel has uploaded two OSL shaders that people can use in V-ray to correct the maps, but as far as I know, we can’t use OSL in Corona.
I have uploaded a max 2013 scene with the custom falloff map and a Material Library.
Would be awesome if Corona got some kind of OSL support.
This is the OSL code that make linear falloff. Made by Wobi.
In Mental Ray one just simply plugs fallof through gamma & gain map and that’s it. CoronaColor map has ability to input colors in linear or sRGB space, but unfortunatelly there’s no way to plug a map in it. Maybe it’s time for yet another request?
They tried the gamma fix before they made the OSL shader. But the result is not 100% correct. They said the falloff map is using “cosine of the angle” and not the “actual angle”. So they are inverting the cos with arccos.
Interesting, so the outcome is Viscorbel was correct ?
SigerShaders might be interested in this :- )
Edit,ah found it:
The Falloff map works with the cosine of the angle, and not with the actual angle. The curve that viscorbel shows above is the graph of its inverse (the arccos function).
Best regards,
Vlado
And this :- D
I’ve reported this to heading of rendering engineering at Autodesk and it surprised him as well.
Dave Worthley
If I understand correct you fixed falloff, will only apply to one type of material only? one type of metal.
By CorBel shader you can change the curve depending of N and K values.
how did you get that curve any ways? I am trying to copy but it does not give me any values, just the curve.
It’s just a linear falloff map, so you can use it for whatever you want. The curve I have recreated is the inverse of the curve that is messing up the original falloff map. (The one I have uploaded here is still 1-2 pixel off the perfect OSL shader. Going to tweak it later today, can re-upload)
Just plug it into an Output map and adjust the curve as you usually would do.
I posted this test over at the original thread. As you can see, no normal person would see the difference. It’s all about the geek inside, that knows you have been using a wrong falloff map your whole life!
Ok thanks for the answer.
I was wondering what values did you used to create that falloff, because. When I opened your file 3d Max warn me that it was created using a educational version of 3D Max, after using that falloff in a new scene, in my machine still telling me that it was created in student version
I won’t be able to use that falloff here, if you could share the actual values ( don’t know how) it would be great.
Thank you again.
Sorry to be OT, but is there anyway to change the threads on the vray forum to descending? I hate reading newest posts from the bottom to the top. All I can find is the linear option, which doesn’t allow to edit ascending->descending.
That aside, this looks very promising. Already downloaded the beta, will give it a whirl later.
I could get the Linear falloff shader to work, so I moved on to what viscorbel talked about, that glossy reflection have a sharpness as they approach the 90 degree of incidence.
Here is a test I did with Siger’s Complex Fresnel Shader. Thanks to the guys at Siger btw.