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Question about falloff in max/vray

polycounter lvl 5
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Cadu polycounter lvl 5
I'm trying to create a nice and smooth falloff effect in a character but in the seam area (like here) this line that crosses along it.

There is any way of solve this or getting a falloff without it?

The organization of material and maps for this part is here.

In the falloff the slot with the color correction is just to put a -5 brightness adjustment.

Thx for the help!

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  • battlecow
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    battlecow polycounter lvl 12
    looks like you need to invert the green channel in your normal map, I think its the texture seam.
  • Cadu
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    Cadu polycounter lvl 5
    But how do you mean to "invert the green channel?"

    Do it in the material editor in 3dmax or before it?
  • Noors
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    Noors greentooth
    You can switch channel directly in the normal bump node, or else invert the green channel of your texture in photoshop.
    There's not standard repair for normal maps so it depends of how you've created your map.

    The problem could also be a wrong gamma if you work with gamma correction. You have to set manually your normal map to gamma 1.0
  • Cadu
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    Cadu polycounter lvl 5
    I'm using a linear workflow. I tried inverting the green channel in the normal/bump node and nothing changed. At least i haven't noticed a visible change.

    Checking the image path for the normal map i found that the gamma correction was at system default. Changing it as you said to 1.0 works like a charm!

    Thx again for the help!
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