What compensates the Sampler Info ?

Hi,

which vray node really compensates the maya sampler info ?

I am aware of the Vray Fresnel, but I would like to use the FacingRatio for the U and V coord.
So far I wasn’t able to achieve the same effect when using the vray fresnel.

thx for every little info !

Can you explain a bit?

Best regards,
Vlado

Sampler Info is working…
Just connect the facing ratio of thr Sampler Info to the V of your ramp, and all is done.

ok.. here we go with an example.

A piece of very thin cloth which has some kind of transparency. Let’s wrap the cloth over a cylinder (2 different objects, the cloth and the cylinder).
Now, when you look straight to the cloth/cylinder - basically facing the front side - it gives you more transparency as on the sides.

To get this effect I use the Sampler Info Node connected with a ramp which works fine.

I was wondering if I could achieve the same effect when using the Vray Fresnel node ?
Or any other Vray based node ?
So far, I couldn’t achieve the same effect with the Vray Fresnel node.

Thx for all your comments and thoughts !

Hmm, why don’t just use the samplerInfo node then?

Other than that you could use the FalloffTex from the “Create texture from v-ray plugin”. Same parameters as in 3dsmax.

I don’t want to use the sampler info node because when I use it in a vraystd material, which is the base shader inside the vrayblend… it’s messing up the final output.
I couldn’t find out what’s really wrong yet… so I thought maybe we do have the same possibility with a vray-built node.

I tried the FalloffTex, and to drive the falloff I want to achieve I was setting it to type 1, which I guess is P/P and Type 2 should be Fresnel.
Unfortunately, I can’t drive the FalloffTex the same way like the sampler info and a ramp.

any ideas on that ?

thx a lot

Can you get me a scene which has a problem with the samplerInfo node?

Best regards,
Vlado