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6.13. Falloff

This map creates a gradient according to some law and then mixes the colors based on the values ​​of this gradient.
 
 
Color for large values.
 
Color for middle values. Can be disabled, in which case interpolation is performed between two colors.
 
Color for small values.
 
Enables the use of the middle color.
 
Shifts the position of the middle color from the center to the top or bottom.
 
- Perpendicular Parallel. The gradient depends on the position of the normal at the shading point. In this case, the side of the surface is ignored.
- Towards-Away. The gradient depends on the position of the normal at the shading point. In doing so, the side of the surface is taken into account.
- Fresnel. The gradient is calculated using the Fresnel formula for a dielectric. The specified IOR value is used.
- Distance. The gradient is linearly interpolated between two points.
 
This option only applies to Falloff Type : Perpendicular-Parallel and Towards-Away.
When this option is enabled, the gradient represents a true angle dependent on the normal. Without this option, the gradient is the cosine of that angle.
 
This option only applies to Falloff Type : Distance.
- Camera X. The distance is calculated along the local X axis of the camera.
- Camera Y. The distance is calculated along the local Y axis of the camera.
- Camera Z (View Direction). The distance is calculated along the local Z axis of the camera. This is the direction of the camera.
- Camera to Shading point. The distance is taken between the camera coordinates and the shading point.
- Shading point to Object. The distance is taken between the coordinates of the selected object and the shading point.
- Object to Object. The distance is taken between the coordinates of the two selected objects.
- Object local X axis. The distance is taken along the local X axis of the selected object.
- Object local Y axis. The distance is taken along the local Y axis of the selected object.
- Object local Z axis. The distance is taken along the local Z axis of the selected object.
- World X axis. The distance is taken along the world X axis.
- World Y axis. The distance is taken along the world Y axis.
- World Z axis. The distance is taken along the world Z axis.
- Shading object X axis. The distance is taken along the local X axis of the shading object.
- Shading object Y axis. The distance is taken along the local Y axis of the shading object.
- Shading object Z axis. The distance is taken along the local Z axis of the shading object.
 
Extra padding along the gradient axis.
 
The gradient will continue beyond the boundaries of the segment between the two points.
 
Objects from the scene used to anchor the direction of the gradient.
 
Refractive index (real part) for Fresnel.
 
Limit the gradient to a range from 0 to 1.
 
An additional curve to adjust the gradient values.