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snot_nose
11-08-2002, 12:40 PM
does any1 know where can i find information about fall off maps?
i looked over the user reference and still didn't REALLY understand what's the difference between toward/away, fresnel and parallel/perpendicular (except for the use of IOR in fresnel) and what does the other types of fall off maps means.

can you give me maybe an example for a use for each one of this fall off maps, i think it's the best way for me to understand?

what's the difference between radial gradiant to fall off maps?

cheers
:beer:

Chris Thomas
11-08-2002, 01:48 PM
Well, falloff certainly has edge falloff, plus it also has fallof based on light/shadow and falloff based on distance. Try creating a Max5 Toon material and control the outline colour based on distance, or light/shadow, or even nest two falloffs to control the line thinkness with a combination of both, luminosity and distance.

Chris T

Marcel
11-09-2002, 10:46 AM
Most of the time I use 'parallel/perpendicular' falloff, it blends between black and white according to the angle between the polygon and the camera. It gives a very regular gradient.

The Fresnell falloff does basicly the same, but with scientificly correct principles. It gives a very tight gradient at the edges of an object.

Shadow/light: blends between the black and the white color according to how light hits the object. If you put it in the diffuse slot and use green and red colors, the object would be green in the unlit parts and red in the lit parts.

Distance blend: Blend between the two colors according to a set distance

Most of the time I use the parallel/perpendicular type, and play with the mix curve to fine tune the effect.

snot_nose
11-09-2002, 05:23 PM
so parallel is actually like radial gradient?

halo
11-09-2002, 10:57 PM
erm no...because gradient relies on mapping, falloff works off the normals and therefore can be applied to any mesh wether circular or not...try both on a cylinder to see what i mean :)

snot_nose
11-10-2002, 10:11 PM
i tried the "distance blend" and "toward / away" on a sphere, and it seemed like nothing has changed to the color whether i moved back, forth, left or right. the color was the same color, even if i played with the distance values. wierd.

do u actually ever use these ones?

halo
11-10-2002, 11:02 PM
toward/away means that normals facing away will be different to the ones facing towards, so its like a more extreme form of perp/parallel...so yes you wont notice any difference, however distance blend i think relies on your near far settings on your camera, so perhaps have alook at those...i'm not 100% certain cos i dont have max handy atm and cant remember for certain.

experiment on something other than a sphere so you see how mapping is not required :)

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