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"Falloff" Material?

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!

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asked Oct 09 '14 at 05:45 PM in Rendering

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The3DStig
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Hello,

We have not heard from you in a while and for tracking purposes we have marked this answer as resolved. If you still have a question relating to this post, or are still experiencing this issue, please create a new post on the AnswerHub and we will be glad to assist you!

Thank you.

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answered Oct 17 '14 at 03:14 PM

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