Complex Organic Materials Using Falloff
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Next comes the reflection slot, where I placed a falloff material. Since the surface of my material is supposed to be wet and slimy, wet surfaces reflect back the environment. They also reflect the environment based on the fresnel equation, which states that objects are more reflective on the edges pointing away from you then on the surface facing you, and this relationship is determined by the IOR of the surface. Since this material was made over 3 years ago before I even knew what an IOR was, I am not using a fresnel falloff, but a Perpendicular / Parallel falloff, which in this case does pretty much the same thing, except it's not as based on real world physics. Anyways, the edges of the sphere reflects the environment, which is grey.


Last comes the luminosity map. If you imagine the surface of the pod being covered by another skin, like a thin slimy membrane or maybe a waxy material, you get the idea of the effect I went for here. This second surface follows the fresnel law, and is reflecting the scene, but instead of a straight reflection of the environment, it's taking the light and reflecting it back in a different manner, providing a bit of an eerie glow type effect.
Author: willeffects
Submitted: 2005-06-22 11:50:01 UTC
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Software: 3dsmax
Views: 26,138
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