This page provides information on the V-Ray Falloff Map.
Overview
VRayFalloff produces a gradient texture based on the angular falloff of the surface of the geometry to which the texture is applied. The resulting map can simulate the falloff of opacity, reflection, and refraction for surfaces where these properties vary depending on the surface's angle to the camera, such as curved glass or water.
To create the texture, VRayFalloff starts with two colors, usually black and white. Placement of these colors on the surface is based on the Falloff Type and Falloff Direction selected. The remainder of the map is generated as a gradient between these two colors, with a gradual falloff between the colors.
For the example shown on the right, VRayFalloff is used in the Diffuse channel of a VRayMtl. The Falloff type is set to Perpendicular/parallel with the falloff Direction set to World Y Axis. Solid Colors of bright orange and dark green are used for the Front and Side Color parameters.
Base Parameters
Front / Side Color – Sets the extreme ends of the range of colors for the Falloff Map's gradient. The specific placement of these colors on the surface is determined by Falloff Type and Falloff Direction. See the Front / Side Colors example below.
Falloff Type – Specifies the type of falloff. See the Falloff Types example below.
Towards/Away – Based on face normal directions. Faces with normals that point in the Falloff Direction generate the Front Color while those facing in the opposite direction (180 degrees off the falloff direction) generate the Side Color.
Perpendicular/Parallel –Based on face normal directions. Faces with normals that point in the Falloff Direction generate the Front Color while those facing in a perpendicular direction (90 degrees off the falloff direction) generate the Side Color.
Fresnel –Based on changes to the index of refraction (IOR) over the surface due to Fresnel calculations. Faces with normals that point in the Falloff Direction generate the Front Color and those facing in other directions generate varying colors depending on the IOR set by Fresnel Index Of Reflection.
Distance – Sets the falloff range based on distance from the camera, as specified by Near Distance and Far Distance. This option is useful for generating a Z-depth type of map when rendering a very large object such as terrain, where the Falloff Map can be used as a mask to dim distant details.
Falloff Direction – Specifies the falloff direction to be used by the Falloff Type. See the Falloff Distance example below.
Viewing Direction (Camera Z-Axis) – Uses the camera viewing direction. This is the most common selection.
Camera X-Axis / Camera Y-Axis – Uses one of the camera's other axes.
Explicit Dir – Uses the direction specified by the Explicit direction parameter.
Local X-Axis / Local Y-Axis / Local Z-Axis – Uses one of the object's local axes.
World X-Axis / World Y-Axis / World Z-Axis – Uses one of the world axes.
Mode Specific Parameters
Explicit direction – Specifies the direction for falloff when Falloff Direction is set to Explicit Dir.
Fresnel Index Of Reflection – Defines the IOR (Index of Refraction)when Falloff Type is set to Fresnel. See the Fresnel IOR example below.
Near Distance – When Falloff Type is set to Distance, parts of the surface at this distance from the camera will receive the Front Color.
Far Distance – When Falloff Type is set to Distance, parts of the surface at this distance from the camera will receive the Side Color.
Extrapolate – When enabled, the effect continues beyond the range set by Near Distance and Far Distance. Parts of the surface nearer than Near Distance receive the Front Color, while parts farther from the camera than Far Distance receive the Side Color.
Mix Curve Parameters
You can use the following controls in the color gradients and diagrams:
Double click – Creates a new point or changes an existing one.
Left button drag over a point – Moves the point. If several points were selected beforehand, they will move the same amount.
Left button drag over several points – Selects several points.
Middle button drag over the background – Drags the visible area. If the Shift key is pressed, scales the diagram in the corresponding direction.
Mouse wheel – Zooms in/out.
Right-click – Displays a drop-down menu where you can add a point, edit or delete a selected point, and fit the entire diagram or gradient into the view. If multiple points are selected, they can be edited simultaneously.
Output Parameters
These parameters can adjust the transition between Front Color and Side Color over the Falloff Map's gradient.
Invert – Inverts the color values.
Clamp – Clamps the color values.
Alpha From RGB Intensity – Takes the alpha information from the intensity of the RGB.
Output Amount – Determines the alpha multiplier.
RGB Offset – Allows a color offset to the produced RGB values.
RGB Level – Determines the intensity of the falloff effect.
Bump Amount – Defines how much bump is produced.
Enable Color Map – Enables the texture as a color map.
Color Map Red/Green/Blue Parameters
The curve controls here can be used to remap the Red, Green, and Blue channels. For information about curve controls, please see the Mix Curve Parameters section.
Example: Front / Side Colors
This example shows how the Front and Side Colors control the range of colors for the VRayFalloff's gradient when the map is linked into the Diffuse map slot of a VRayMtl. The Front Color is the main color for the object, while the Side Color gives it a tint. Both colors have sliders that can control their values. The distribution of Front and Side Colors can be controlled by the Falloff Type and Falloff Direction parameters.
Here, we've set dark green as a Front Color and dark pink as a Side Color. By changing the Falloff Type, we control the gradient spread. The Falloff Direction is (Viewing Direction Camera Z-Axis).
You can see here how the same values for the Front and Side Colors look on a dragon figurine:
Example: Falloff Types
The following example shows how different Falloff types affect the object's reflection.
Here we have a VRayFalloff texture linked in the Reflection channel of a VRayMtl. The Falloff Direction is set to Viewing Direction (Camera Z-Axis). Black and purple are set as the Front Color and Side Color.
Example: Falloff Distance
This example shows the different types of Falloff Distance and how they affect the object's reflection and refraction.
Here we have a VRayFalloff texture in the Reflection channel of a VRayMtl. The Falloff Type is set to Towards/Away. Black and purple are set as Front Color and Side Color respectively.
Example: Fresnel IOR
This example shows how the Fresnel IOR values affect the renderer.
Here we have a VRayFresnel texture linked to the Reflection channel of a VRayMtl. The Front Color and Side Color are set to dark green and dark pink respectively. The Falloff Type is set to Fresnel, and the Falloff Distance is set to Viewing Direction (Camera Z-Axis).