This page contains information about the V-Ray Falloff Texture in V-Ray for Modo.

 

Page Contents

 

Overview


V-Ray Falloff produces a texture with values from white to black, based on the angular falloff of the the surface of the geometry with regard to face normals. The example here uses a Type of Towards / away and a Direction Type of View X.

 

 


 

UI Path: ||Shading viewport|| > Shader Tree > Add Layer button > V-Ray Textures > V-Ray Falloff

 

Parameters



 

 

Color 1 – Specifies the first color of the falloff map's range.

Color 2 – Specifies the second color of the falloff map's range.

Type – Specifies the type of falloff.

Towards / away – The falloff range is based on a 180-degree change in face normal direction.
Perpendicular / parallel – Sets the falloff range based on a 180-degree change in face normal direction.
Fresnel – Sets the falloff range based on the IOR (Index of Refraction). The color range is controlled by the IOR.
Shadow / light – Sets the falloff range based on light and shadow.
Distance  blend – Sets the falloff range based on the distance that is specified from the camera.

Direction Type – Specifies the direction for defining falloff.

View X/Y/Z  – Defines the falloff based on the specified camera viewing direction
Explicit  –  Defines the falloff based on a defined position
Local X/Y/Z  –  Defines the falloff based on the specified local axis.
World X/Y/Z  –  Defines the falloff based on the specified world axis.