VRayGradient map

The VRayGradient map would address the shortcomings of Max’s own 3 different gradient maps, as well as adding some VRay-specific features.

Current limitations of Max implementations:
-Some of the gradient types, like distance to camera, require VRay to have the Max shade context thingy on, which slows it down (although marginally).
-To get further control of the falloff map, you need to put it inside a gradient ramp map. This is redundant.
-The gradient ramp doesn’t allow decimal positions of the keys, which can be a huge problem when dealing with fine control (try using one to isolate a specific position on a heightmap for terrain texturing purposes, you’re forced to deal in Meters rather than centimeters).
-Has a lack of control when it comes to VRay. If you’re doing something based on shadow/light, you can’t say wether to take into account GI or not.

VRayGradient map features:
-Combines what was in the Max falloff map and the Max Gradient Ramp map.
-Possibly making the Gradient types so that they can be added to via the SDK.
-Gradient has no fixed range (0-1), you could go from -100 to 900 if you wanted. Gradient keys would either switch according to the type or the user is expected to know this. IE a distance gradient becomes unit (metres for example) and incidence gradients become degrees OR 0 is 0m and 1.0 is 1m, 0 is 0 degrees and 1.0 is 180 degrees.
-Gradient types (then a context sensitive rollout underneath depending on the type you choose):
+Shape (offering all the shapes currently in Gradient Ramp)
+Mapped
+Bump (based on bump height)
+Slope (specify Axis/vector)
+Incidence to Camera (can use custom IOR)
+Incidence to Light (offer light list or “use all” to act like light+shadow falloff mode, additionally have “use GI” checkbox),
+Distance to Camera (specify camera, “use all”)
+Distance to object (specify objects, “use self”, axis control)
+Fog (acts like VRay’s material fog, so you can make surface features based on surface thickness, like water appearing to become greener as it gets closer to the surface, etc.).

Great Idea, I have run into everyone of those limitations at one point or another. Having a shadow/light falloff that could ignore GI would be huge.

Yea…

Good Idea…

Good idea, but i fail to see the difference between mapped mode and the bump mode based off the heightmap.
Also, as for volumetrics, this would be solvable as a mapped mode, but with a “density map” that reads off values from materials and objects to distribute colour. The vray mat would need a mappable for parameter.

+1 from me.
Max gradient has always pissed me off. If you try to position markers next to each other…its nearly impossible!

If you right-click on the position marker there is an option “edit properties.” In the box that pops up you have an option for numerical entry of position, making precise use of the max gradient ramp easier…however you are limited to 100 steps, which sometimes isn’t precise enough.

It really wouldn’t take much to improve on what is there. For such a useful tool, it is quite limited as it is.

+1

I’ve released a new gradient map for max. While it doesn’t have all the features mentioned by the first poster its still a huge improvement over the existing choices.

It has full maxscript support and its 50-100 times faster to render compared to Gradient Ramp.

http://www.niksula.cs.hut.fi/~jylilamm/BerconMaps.shtml

Its open source and I might still develop it further depending on if people are interested enough to donate.

your gradient map looks great master bercon. Am I correct in saying that you can use the range setting to create a looping gradient kind of like what one of cebas’ gradients used to do. for example creating many concentric rings from a single 3 color gradient?

thanks,

V Miller

Yes, the help/quick reference has few exampels of this:

Range with UVW and Mapped
http://www.niksula.cs.hut.fi/~jylilamm/BerconGradient.shtml