What kind of error do you mean, the ramp shader in max works diferent from what you can do in for example maya, but with a little teaking in the falloff shader you can archive similar results.
Remember to turn on the option "Legacy 3ds Max Map support" in the system tab for the max shaders to work.
yes i turned on legacy support.
but the shading look should react to light position and directions,falloff map could achive similar looks in some aspect but quite limited .
internal algorithm in toon shader should have taken care of complex remapping calculations,all you can do is just link gradient ramp to tonemap slot, it should work as in maya as gradient ramp will automatically remap the color from 0~ 90 degrees of surface shading normal which is sampled according to light position and direction.
and in documents, the tutorials of toon shader for Max is just a replications of maya's version , so i assumed that they consider the ramp shader of maya as identical to gradient ramp of max...... am i right?
i finally find out a workable solution, just put a UVW-Mapping-Clear modifier to your mesh, everything works as expected, except the ramp color's range is not precisely remapped to surface as it seems not been normalized properly(if it's been remapped based on surface shading normal according to light position and direction), and yes it reacts to your light position and direction.
I agree this is a bug. 3dsmax Gradient ramp does not behave as expected. Turning on legacy support. does not fix the problem. Adding UVW-Mapping-Clear modifier does work to fix shading issues but clearly this destroys texture mapping and is not acceptable as a solution.
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