Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

The V-Ray Bercon Grad texture combines features of 3ds Max’s native Gradient Ramp, Falloff, and Particle Age maps and expands them even further. It provides an easier control of color variations between objects and particles.

...

Section
Column
width50%

Color Ramp – A gradient ramp for the Bercon Grad color.

Cam Space – Enables calculations in camera space.

Texture Map – Specifies a texture used for mapped gradient ramp.

Gradient Type – Specifies the gradient type from the following: 1D Linear, 2D Radial, 2D Rectangle, 2D Diagonal, 2D Pong, 2D Spiral, 2D Sweep, 2D Tartan, 3D Spherical, and 3D Box.

Interpolation – Specifies how to interpolate between textures. You can choose between Linear, Smooth, Solid Nearest, Solid Left, and Solid Right.

Ior – Specifies Fresnel IOR to use.

Reverse – Specifies whether to reverse the gradient.

Range Min/Range Max Specifies the low threshold for the noise amountDefines the range a gradient is drawn.

Range MaxLoop – Specifies the high threshold for the noise amount.Range Loophow the gradient behaves from None, Tile, Mirror, Stretch.

Use Dist – Enables the use of distortion. When a texture map is connected to this channel, it distorts the V-Ray Bercon Grad texture depending on the texture map.

Dist Str – Specifies the distortion strength. Solid colors have no effect and the more contrast in the connected texture, the more visible the distortion.

Dist Map – Specifies a distortion map.

Type – Specifies a type of placement from UVW, Normal, Distance, Light, Map, Random, Particle Age, Particle Speed, and Particle Size.

Normal Type – Specifies the falloff direction to be used by the Normal Function:

View – Uses the camera viewing direction. This is the most common selection.
Local X / Local Y / Local Z – Uses one of the object's local axes.
World X / World Y / World Z – Uses one of the world axes.

Camera X / Camera Y / Camera Z – Uses one of the camera's axes.
To Object
Object Z

Normal Function – Specifies the type of falloff:

PerpendicularBased on face normal directions. Faces with normals that point in the Normal Type generate the first color of the gradient ramp while those facing in a perpendicular direction (90 degrees off the Normal Type) generate the last color of the gradient ramp.
Towards – Based on face normal directions. Faces with normals that point in the Normal Type generate the first color of the gradient ramp while those facing in the opposite direction (180 degrees off the falloff direction) generate the last color of the gradient ramp.
Fresnel – Based on changes to the index of refraction (IOR) over the surface. Faces with normals that point in the Normal Type generate the first color of the gradient ramp and those facing in other directions generate varying colors depending on the IOR set by IoRThe falloff depends on whether the normal specified by the Normal Type is parallel or perpendicular to the camera.
Towards – The falloff depends on whether the normal specified by the Normal Type faces the camera towards or backwards.
Fresnel – The falloff depends on the IOR.

Use Curve Input – Specifies whether to use Bezier curves.

Column
width5%

 

Column
width45%

...