Hey guys i come from vray for 3sdmax. The fresnel in 3dsmax is very noticable when put on and object you can see the actual falloff. But i noticed in maya its a very fine line in order to see any of the fall off at all. Sometimes i cant even get it. Is there something i am missing when adding it to a shader? Also it would be nice to see the viewing angles option like it is in 3dsmax.
I don’t know about the difference between max and maya but here’s a different method in maya:
-create a sampler info node and a ramp
-connect the facing ratio from the sampler info to the vcoord of the ramp
connect the ramp to whatever slot in your shaders, you can play with the ramp color positions to change the falloff.
hope this helps..
ok that another method i didnt know, thanks. But i would like to figure out why that fresnal map is not working how it should.
It is working as it should (that, of course, doesn’t mean that it works as you need it to :-)); if you were looking for the equivalent of the Falloff map in 3ds Max, you can create it from Create > V-Ray > Create texture from V-Ray plugin > FalloffTex. The type must be 2 for Fresnel falloff.
Best regards,
Vlado
Thanks vlado! will be trying that!
is there a way to adjust the falloff on that? i know you could use the IOR but its a very soft transition and really hard to even tell its falling off?
thanks
You can probably experiment with other types (e.g. 0 is towards/away, 1 is perpendicular/parallel). You can also use it to drive a Ramp texture for more control.
Best regards,
Vlado
@vlado:
where should you plug the ramp to drive it ?
I tried different methods but wasn’t able to drive it the same way when using a ramp and a sampler info node.
thx a lot