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View Full Version : Falloff in Max equals what in MAYA?


john
06-05-2002, 03:52 PM
Hello

I am just learning MAYA and need to know what the equivalent of a falloff material in max would be in MAYA?

Has anyone ever done a comparison chart for people shifting from one to the other?

ANyway, thanks for the help.

regards

John Ahern

svenip
06-05-2002, 05:18 PM
what is a falloff material ?? can you describe what it is for ???

Goob
06-05-2002, 06:06 PM
Hi,

you can build a max like fall off map with a sampler info and a blend color node.
just connect the camera normal Z with the blender of the blend colors node.
you could also use a ramp (instead of the blend color).

have fun


goob.

john
06-05-2002, 06:45 PM
Thanks Goob.

In MAX I have a standard material with a Falloff map in the Diffues Maps section and another bitmap in the bump map section.

The Falloff (Type: Perpendicular / Parallel. Direction: Camera Z-Axis) material has two textures plugged into that.

Can you offer me any more advice based on that crappy description I have given you? I'm staring at the Hypershade wondering where oh where I have gone wrong.

Thanks for the help, I'll be busy here trying it out.

regards

John Ahern

Lacrimas
06-05-2002, 07:34 PM
The way I prefer to set it up (hope it makes sense):

http://hem.fyristorg.com/almstrom/falloff.jpg

john
06-05-2002, 07:58 PM
Lacrimas

Thank you very much for all your help. I can't believe you've gone to all that trouble just to help me out. I'm going to give it a try when I get back into work tomorrow and I'll let you know how i get on.

Many thanks for the excellent help.

regards

John Ahern

Grayson
06-05-2002, 09:17 PM
I was wondering the same thing for a while now. It seams to work great. Thanks guys!

But I do have a follow up question.

http://grayson.axsstudios.com/random/falloff-question.jpg

I don't want it smooth like that, I would like to be able to get it to be broken up when the bump fakes different facing ratios. Any ideas?

Lacrimas
06-05-2002, 10:14 PM
john: Just trying to do my part, so we can all learn, evolve and get the feck off this planet =)


G: Not really sure what it is you want to achive... Do you want the bumpmap to only be visible where the normals are facing away from the camera...or? Btw: have you seen this (http://hem.fyristorg.com/almstrom/piranha.jpg) guy before? :beer: :D

Grayson
06-05-2002, 11:04 PM
hehe, yea I'd know that fish any where! Is that you M? :beer:

And about my question:
http://grayson.axsstudios.com/random/falloff-question2.jpg

See how the bump breaks up the transition along the surface.

Maya doesn't seam to take the bump map in regard when it does the facing ratio of the surface.

bigfatMELon
06-06-2002, 12:56 AM
Easy. Just connect the outNormal from the bump node to the normalCamera of the samplerInfo node (see attached).

-jl

bigfatMELon
06-06-2002, 01:06 AM
Ooops. No likey my attachment. Grrr... Try this instead.

http://homepage.mac.com/julianlove/.Pictures/Screens/bumpedNormals.jpg

-jl

Grayson
06-06-2002, 01:49 AM
Ah! You’re a genius! Thanks so much. I was looking at doing that, I just didn’t know what to link up.

There's so many ways to connect the nodes up; any tips on how to go about learning them? Or is it just one of those read about 'em and play and with it deals?

bigfatMELon
06-06-2002, 02:18 AM
Reading, testing and observing will get you pretty far, but it doesn't hurt to spend a few years around 3D engineers co-developing game engines. ;)

A lot of the terminology used in hypershade is taken directly from the concepts and algorythms used by rendering engines. If you understand how renderers work at a low level, then Hypershade becomes a giant playground.

-jl

Grayson
06-06-2002, 02:53 AM
lol, good to know.

Coming from Max I was kind of freaked out by this whole independent node based thing.......but I think I'm starting to like/appreciate it. ;)

Thanks again for your help.

Jozvex
06-07-2002, 05:07 AM
Wow this has been really helpful to me as well. I was wondering how to do this the other day.

Thanks!

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