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Cameron 2,374 posts
I've been wondering about this for a long time.
Is there a way to have a procedural falloff map based on a parent falloff map?
for example... have a checker material, with a falloff coming off of that procedural pattern... in only the white area... can it be done procedurally in max?
see below:
PS mockup.
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Onno 65 posts
Well, yes and no.
You can do it:
put a gradient (ramp) map in one of the maps of you checker map and set the tiling of your gradient (ramp) map to mirror/mirror in stead of the default tile/tile.
If you change your checker map tiling you need to change your gradient (ramp) map tiling too. I don't think there is a way to connect the two...
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Cameron 2,374 posts
That works absolutely perfect for this situation mate.
Not exactly what I was after.
I'm after the falloff to be based on the map above it. so if you had a noise map, with pure white areas... and then to have falloff based on that shape. Like to have those white areas coloured red on the outside of them, fading to yellow towards the centre of them/?? No make sense?
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g3org3 355 posts
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Onno 65 posts
You mean like this (photoshopped, so not accurate)?
Noise:
Fall-Off in the Noise:
So that the fall-off would be determined by the distance to the edge of the blob, and then also per blob?
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Cameron 2,374 posts
Yeah thats pretty much it
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Animare 51 posts