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Dipesh (India)
01-28-2003, 03:33 PM
Manuals of the Max specifies :
The Falloff map generates a value from white to black, based on the angular falloff of the face normals on the surface of the geometry. The direction used to specify the angular falloff varies, depending on the methods you choose. However, with the default settings, the map generates white on faces whose normals point outward from the current view, and black on faces whose normals are parallel to the current view.
Now I have a sphere whom I applied a falloff map in the opacity component of the standard material. I did not changed the default parameters of the falloff map the
default falloff type is : Perpendicular / Parallel
default falloff direction is : Viewing Direction (Camera Z-Axis)
According to manual specification it generated white values on the faces that point toward the camera i.e screen & black on the faces that are parallel to the screen.
In that case the transparency of the sphere should be zero at the center of the sphere because the white value is generated by the falloff maps on the faces which are perpendicular to the face.
& Sphere should look transparent on the edges as falloff generates the black values for the normals that are parallel to the view i.e. screen
however the falloff map behaves opposite to specification specified in the manual it generates black on the faces which are perpendicular to the screen & white for faces whose normals are parallel to the screen.
So does I m making mistake in understanding the falloff maps or falloff maps themselves are functioning wrong.

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