Falloff : TextureMap

Constructor

falloff ...

Properties

<Falloff>.color1           Color       default: (color 0 0 0) -- animatable, alias: Color_1

Sets the first color for falloff.

<Falloff>.map1Amount       Float       default: 100.0      -- animatable, alias: Map_Amount_1

Relative strength of the first color in the falloff map.

<Falloff>.map1             TextureMap  default: undefined  -- alias: Map_1

Assigns a map to the first slot in the falloff.

<Falloff>.map1On           Boolean     default: true   -- alias: Map_1_Enable

When on, the selected maps are used in the falloff. When off, colors are used.

<Falloff>.color2           Color       default: (color 255 255 255) -- animatable, alias: Color_2

Sets the second color for falloff.

<Falloff>.map2Amount       Float       default: 100.0      -- animatable, alias: Map_Amount_2

Relative strength of the second color in the falloff map.

<Falloff>.map2             TextureMap  default: undefined  -- alias: Map_1

Assigns a map to the second slot in the falloff.

<Falloff>.map2On           Boolean     default: true   -- alias: Map_2_Enable

When on, the selected maps are used in the falloff. When off, colors are used.

<Falloff>.type             Integer     default: 1          -- animatable, alias: Falloff_Type

Sets the type of falloff:

0- Towards/Away (Sets the angular falloff ranges between face normals that face toward (parallel to) the falloff direction and normals that face away from the falloff direction. The falloff range is based on a 180-degree change in face normal direction.)

1- Perpendicular/Parallel (Sets the angular falloff ranges between face normals that are perpendicular to the falloff direction and normals that are parallel to the falloff direction. The falloff range is based on a 90-degree change in face normal direction.)

2- Fresnel (Based on adjustments to the Index of Refraction (IOR). Results in dim reflections on surfaces facing the view, with much brighter reflections on angled faces, creating highlights like those on the sides of a glass.)

3- Lit/Shadowed (Adjusts between two subtextures based on how much light is falling on the object.)

4- Distance Blend (Adjusts between two subtextures based on Near Distance and Far Distance values. Uses include reducing aliasing on large terrain objects and controlling the shading in non-photorealistic environments.)

<Falloff>.mtlIOROverride   Boolean     default: true       -- alias: Mtl_IOR_Override_Enable

When on, allows change to the Index of Refraction set by the material.

<Falloff>.ior              Float       default: 1.6        -- animatable, alias: Index_of_Refraction

Sets a new Index of Refraction.

<Falloff>.nearDistance     Float       default: 0.0        -- animatable, alias: Near_Distance

The distance at which the blend effect begins.

Note: This is only available for the Distance Blend falloff type.

<Falloff>.farDistance      Float       default: 100.0      -- animatable, alias: Far_Distance

The distance at which the blend effect ends.

Note: This is only available for the Distance Blend falloff type.

<Falloff>.extrapolateOn    Boolean     default: false      -- alias: Distance_Blend_Extrapolate

When on, allows the effect to continue beyond the Near and Far settings.

Note: This is only available for the Distance Blend falloff type.

<Falloff>.direction        Integer     default: 0          -- animatable, alias: Falloff_Direction

Sets the direction of the falloff:

0- Viewing Direction (Sets the falloff direction relative to the camera (or screen). Changing object orientation doesn't affect the falloff map.)

1- Object ( Picks an object whose orientation determines the falloff direction, .node. The falloff direction is the direction from the point being shaded toward the object's center. Points on the side toward the object center get the Towards value, and those away from the object get the Away value.)

2- Local X Axis (Sets the falloff direction to the object's local X-axis. Changing the orientation of the object changes the falloff direction. When no object is chosen, the falloff direction uses the local X-axis of the object being shaded.)

3- Local Y Axis (Sets the falloff direction to the object's local Y-axis. Changing the orientation of the object changes the falloff direction. When no object is chosen, the falloff direction uses the local Y-axis of the object being shaded.)

4- Local Z Axis (Sets the falloff direction to the object's local Z-axis. Changing the orientation of the object changes the falloff direction. When no object is chosen, the falloff direction uses the local Z-axis of the object being shaded.)

5- World X Axis (Sets the falloff direction to the world coordinate system X-axis. Changing object orientation doesn't affect the falloff map.)

6- World Y Axis (Sets the falloff direction to the world coordinate system Y-axis. Changing object orientation doesn't affect the falloff map.)

7- World Z Axis (Sets the falloff direction to the world coordinate system Z-axis. Changing object orientation doesn't affect the falloff map.)

<Falloff>.node             Node        default: undefined  -- alias: Falloff_Direction_Object

When Falloff_Direction = 1, this object will determine the falloff direction.

<Falloff>.texture_output   StandardTextureOutput

See TexOutputClass for the StandardTextureOutput properties.

<Falloff>.mixcurve         SubAnim     default: SubAnim:MixCurve

This mix curve determines the falloff.

<Falloff.mixcurve>.curve_1     SubAnim    default: SubAnim:Curve_1

The curve_1 SubAnim contains the mix curve points. You cannot create or access these points unless the point is animated. If a point is animated, you can access the point position using the .Point_X property of curve_1, where X in the point number.

See also