Using the GradientRamp procedural texture map in Mapped mode can very useful for creating procedural material effects.
The Idea is that the lightness value from a different map will determine what part of the GradientRamp is sampled.
In this example the GradientRamp uses values produced by a procedural Falloff map set to Perpendicular-Parallel mode, as its coordinates source, to create richly colored metal that changes its Hue depending on View/Incident angle:
In this example the GradientRamp uses values produced by a procedural Noise map as its coordinates source to create an irregular color effect:
The examples here were rendered using V-Ray Next for 3ds max, but this technique could also be used with other rendering engines.
When creating a surface submerged in sea water,
Theoretically, it’s the Volume Absorption or ‘Fog‘ of the water shader that should do cause the surface to disappear under water.
But in many cases that doesn’t work well because we don’t actually model enough extended surface under the water for it to completely disappear without seeing the surfaces geometric edges that spoil the result.
One of the oldest tricks in the book is to use a Gradient Ramp map in the surface’s Opacity channel to make it gradually disappear before the geometry ends.
This can be done in most 3d software and render engines, I’m demonstrating it here using 3ds max and V-Ray:
Use the Map Scaler (MapScalar) Object Space Modifier to make UV coordinates conform to a uniform map real-world size.
Create effective UV coordinates for angular geometrical meshes quickly by applying an Unwrap UVW modifier, and in the UV Editor, selecting all the mesh, and choosing Mapping > Flatten Mapping, and than applying a Map Scaler modifier and setting its Scale parameter to the wanted texture size..
When applying the Map Scaler modifier to an object with deformed UV’s, it will break the UV’s in order to force consistent scale.
If the Scale parameter matches the file’s system unit definition in Customize > Units Setup > System Units Setup, than it will effectively work as real world map scale, and allow you to set a real world texture size in the Coordinates rollout of the texture in the Material Editor.
Setting up a ‘Project Folder’ for every project we work on in 3ds max can improve workflow efficiency by having the software file opening, saving, and importing operations etc. be directed to a specific defined destination in the hard drive by default,
And by doing that save us the time it takes to locate the same folders in the hard drive again and again.
When using this workflow, we must create a unique folder for every project we work on,
And set the Project Folder in 3ds max to the the relevant folder when switching between projects.
To set up a Project Folder:
File > Manage > Set Project Folder
or press the Project Folder button located at the top left of the 3ds max window:
Add ‘Subdivision Surface’ modifier and divide it couple of times
Apply the ‘Subdivision Surface’ modifier
Enter Edit mode and spherify the mesh using ‘To Sphere’ Command (Shift + Alt + S)
Add a TurboSmooth modifier and set wanted iterations
add Spherify modifier
Convert to Editable Poly if needed