V-Ray Fresnel Falloff Material in 3ds Max for Architectural Rendering

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  • Опубліковано 23 січ 2025

КОМЕНТАРІ • 6

  • @luaybassam1992
    @luaybassam1992 9 років тому +4

    THANKS YOU GIVE AN INFORMATION THAT REALLY HELP ME

  • @gamedesignermember3459
    @gamedesignermember3459 2 роки тому +1

    thanks it was great tutorial

  •  5 років тому

    As for the falloff for the Fresnel to take effect over the Reflection, would not be better to uncheck / unselect the Fresnel Reflection and adjust it from the Mix Curve? One more question, why use the Perpendicular / Parallel Falloff type instead of the Fresnel option? Thanks!

    • @playsys
      @playsys  5 років тому +1

      I agree that is another good way to tweak it. It is also possible to keep the Fresnel checked and tweak the IOR value up to 20 or so.
      In any case, I like a lot the Falloff map since it can be used on other slots, for example, the refraction is water/ocean shaders, the self-illumination for rim-light, the diffuse for fake roughness and so on....actually I think most of my materials have it somewhere.
      And also, I was using this same map to create "procedural" snow layering on meshes or some nice lighting tricks. In fact, the Perpendicular / Parallel type is only one of the many falloff types (P/P is my favorite in this case because it is not too strong as the Fresnel is).

    • @Archgyan
      @Archgyan 4 роки тому

      Can we use falloff maps for cloth material too?

    • @playsys
      @playsys  4 роки тому

      Yes, I do it quite often.