8
Falloff Map 1481
as an
opacit y map (page 2–1344)
.However,you
can also use Fa lloff for special effects, such as an
iridescent look.
Note: When old files that use Falloff maps are
brought into 3ds Max, the old Falloff interface is
displayed, replacing the new Falloff interface.
See also
For funct ionalit y shared with other 3D maps, see
Output Rollout (page 2–1430)
Procedure
To control opacity using a Falloff map:
1.
Assign the Falloff map as an opacity map.
2. Render to see the effect.
3. Adjust the falloff parameters to vary the effect.
Inter face
Falloff Parameters rollout
Fr o n t : Sid e —By default, "Front : Side" is the name
of the group at the top of this rollout. Front : Side
indicates Perpendicular/Paral lel falloff. This name
changes depending on the falloff type selected.
In all cases, the name on the left refers to the top
set of controls, and the name on t he right to the
bottom set.
• Click the color swatches to assign colors.
• Use the spinners to adjust the relative st rength
of the colors.
• Click the buttons marked None to assign maps.
• Turnonthecheckboxestoactivatethemaps
(otherwise the colors are used).
•
Click Swap Colors/Maps (the cu rved
arrow) to reverse the assig nments.
Fa lloff Type—Chooses the k ind of falloff. There
arefiveoptions:
Perpendicular /Parallel—Sets the angular
falloff ranges between face normals that a re
perpendicular to the falloff direction and normals
that are parallel to the falloff direction. The falloff
range is based on a 90-degree change in face
normal direction. (Default.)
Towards/Away—Sets the angular falloff ranges
between face normals that face toward (parallel
to) the falloff direction and normals that face away
from the falloff direction. The falloff range is based
on a 180-degree change in face normal direction.
Fr esn e l —Based on adjustments to the Index of
Refrac tion (IOR). Results in dim reflections on
surfaces facing the view, with much brighter
reflections on angled faces, creating highlights like
those on the sides of a glass.
Shadow/Light—Adjusts between two subtextures
based on how much lig ht is falling on the object.
Distance B lend—Adjusts between two subtextures
based on Near Distance and Far Distance
values. Uses include reducing aliasing on large
terrain objects and controlling the shading in
non-photorealistic environments.
Fa lloff Direction—Chooses the direction of falloff.
There are five options: