VRay GPU - Falloff map support for Shadow/Light type

Currently, falloff map does not support Shadow/Light type. Could you make it happen in the near future? I don’t want to go back to CPU just because of this single one feature. Thank you so much!

The thing is that the Shadow/Light mode is a 3ds Max-specific thing, which is not supported even in CPU V-Ray Standalone. Our devs had investigated implementing it a few years ago; however, their assessment at the time was that it could lead to memory loss.

Also, the topic was discussed a long time ago here, where Vlado explained the whys.

Your best bet is to bake the texture for the specific object in CPU and use the baked bitmap in GPU.

Thank you. I saw people using this feature with VRay with success, I also tested it with VRay CPU:

Could you recommend any ways to generate a mask that responds to an external object’s direction, like raymarch? I know substance designer and painter can do it, but is there any internal tool from VRay?

Thanks a lot!

You are not the first to send me this video claiming that it works. Ah, the magic of montage!

Otherwise, maybe VRayDistanceTex will be helpful.

Thank you. So it indeed doesn’t work?

Thanks for the vray distance tex as well. Is it possible in the future to have a vray direction tex so that we can mask any surfaces facing the same direction to make snow, rain, rust and stuff without getting over substance designer and painter? Vray textures are really close to be perfect and all powerful.

I am not entirely sure what you mean by this. Care to give an example? Doesn’t a Falloff node set to Towards/Away and Falloff direction as Object do the trick?
3dsmax_mCcdJQsM75.gif

Thank you so much, I thought this one was not supported in VGPU, I’m SO happy that I was wrong! Kudos!