Falloff : TextureMap

falloff - superclass: textureMap; super-superclass:material - classID: #(1858302732, 0) 

Value > MAXWrapper > Material > TextureMap > Falloff

 

   

Materials and Maps - Quick Navigation

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