Notice: After all of the awesome advice given here, I ended up creating a node group that clones 3DS Max's falloff map (for the most part). Feel free to download in my latest answer to this question.
In 3DS Max and VRay, I can create a "Falloff" map. Here is a description from the docs:
The direction used to specify the angular falloff varies, depending on the methods you choose. However, with the default settings, the map generates white on faces whose normals point outward from the current view, and black on faces whose normals are parallel to the current view.
I'm not sure at all how to implement this in Blender - I am not a node wizard. but it's extremely valuable when creating materials for fabrics and textiles. Intuition tells me someone has managed to implement this already.
Here's a screenshot:
Edit: I just created a couple of images that show this map in action when rendering clothing / textiles. I would recommend opening both images in to tabs and then quickly cycling between them to see the change.
Going to add an edit here. Here are the things I have tried so-far without much luck:
- Layer Weight Node (Facing into MixRGB factor)
- Fresnel Node
- Velvet Shader BSDF (This has given me the best results so-far)
Velvet Shader attempt:
Can someone point me to a working/better implementation or substitute for this behavior?
Really appreciate any help at all.