I'm trying to figure out how to replicate the "falloff" map in 3DS Max inside of Unreal for Base Color slot.
In Max, it lets assign colors to a material as it's angle changes relative to the camera view- similar to a fresnel. Basically, the part of the material that is facing the camera is one color and it's side are another.
I tried plugging the fresnel function into my base color in UE4- no luck!
Any suggestions are greatly appreciated!
asked Oct 09 '14 at 05:45 PM in Rendering
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answered Oct 17 '14 at 03:14 PM
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