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FresnelFade material settings? ... 3DS Max

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unitedstates
The only settings in this FlightSimulator material type I can find that might have something to do with camera angel are
Fresnel Factor and Fresnel Opacity Bias
What if any relationship do these have to the camera angle and what of the texture is revealed?
If you could point me to a how to that would be great.
Or better yet if someone could explain how to use this properly I would appreciate it.

I actually have it working but I am flying blind with it.
Just guessing and not understanding.
And the SDK docs are of no help, unless I am not looking in the right spot which may be.

Thank you.
 
An older post, but I was just checking on this feature. Here is what I managed to produce:
1712555183836.png


I used a FresnelFade material with BLEND alpha mode, Fresnel Factor = 0.7 and Fresnel Opacity Bias = 0.5. There are 2 objects here, a sphere and a cube. How (I think) FresnelFade works is, the opacity of the object's surface is determined by the angle of the surface normal and camera (viewer direction). You can see that best on the left object, sphere. The surface normals of the edges of the sphere are pointing away from the camera, so the edges get progressively fainter. I haven't experimented on the actual values, but I am guessing they control how far from the edge of the object the fading begins.

The cube on the right is an interesting example. Even though the faces are flat, they are rendered in perspective, so the surface normals are not parallel in perspective view, and the flat face is actually rendered gradually fainter as you approach the edge of the object.

This effect works best with curved surfaces. For example, you could model a 3D elongated teardrop shape for an afterburner exhaust effect, and assign it this material, instead of using the series of VFX orb objects in line.
 
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