I’m trying to dissect some of matt muller’s techniques. In the comments for this video he says:
'the fish scales rampup is made by a vortex then cached and offseted, i saved the texture coordinates also, so i could easily apply a diffuse and normal map which i then animated to turn red based on a object distance falloff map"
I’ve got the falloff map with a gizmo set to distance blend working just but he seems to have to some sort of noise map with a phase to blend from one map to other over the scales. Can anybody explain how that would be implemented with the object distance blend falloff map? I’m stumped. Here is the video i’m looking at below with the time range.
Have you tried to achieve the effect WITHOUT reading what Matthias described, but by just looking at the video?
There is no reason you must follow what he said he did (I am not even sure the blue to red wave WAS done using a Falloff map, it surely doesn’t require it).
If you have tried and failed, can you explain what the problem was?
Here is one of many ways to produce the same effect:
*Create a Camera looking at all your particle objects from above
*Assign a Material to the particle objects and set the Diffuse Map to Camera Map Per Pixel. Pick the Camera you created, uncheck the “Remove Back Face Pixels”.
*Assign a Gradient Ramp to the map slot of the Camera Map Per Pixel.
*Set Interpolation to Solid, set the colors you want.
*Dial in some Noise
You now have a gradient with UVs projected from the camera, stretching over all PRT objects in world space.
If you animate the gradient flags and/or the camera, you can produce a wave moving over the scene and changing the color of particles.
Alternatively, Krakatoa supports textures in World Space mode (Planar from World XYZ). You would have to scale the tiling to 0.0001 or something like that and can play with the Offset values or animate the flags to get the motion you want, but getting the noise right could be tricky due to the scale.
Blur used to have a Volumetric Gradient map called “Linear Map” which I have used to do the same (in the Making Of GIJoe videos there were some examples of a noise crawling through a volume). I used it in combination with other procedural 3D maps like Cellular etc. to produce reveals similar to the one in Matthias’ video.
So I would suggest playing with what is there in Max to see what happens (just like Matthias does) instead of slavishly following descriptions that might not be revealing the whole picture (pun intended, and he usually does not share all his techniques )
omg… I feel like an idiot. I was so focused on what he put in his comments that I assumed there was magical way of doing it, using the falloff map, that I was missing,
I hope they pay you well for putting up with all the silly support questions!