Value > MAXWrapper > Material > TextureMap > Falloff |
Sets the first color for falloff.
Relative strength of the first color in the falloff map.
Assigns a map to the first slot in the falloff.
When on, the selected maps are used in the falloff. When off, colors are used.
Sets the second color for falloff.
Relative strength of the second color in the falloff map.
Assigns a map to the second slot in the falloff.
When on, the selected maps are used in the falloff. When off, colors are used.
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.)
When on, allows change to the Index of Refraction set by the material.
Sets a new Index of Refraction.
The distance at which the blend effect begins.
The distance at which the blend effect ends.
When on, allows the effect to continue beyond the Near and Far settings.
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.)
When Falloff_Direction = 1 , this object will determine the falloff direction.
See TexOutputClass for the StandardTextureOutput properties.
This mix curve determines the falloff.
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.