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title: "Falloff"
canonical: "https://documentation.chaos.com/space/VBLD/117638480/Falloff"
format: markdown
---
This page provides information about the Falloff utility texture in V-Ray for Blender. Overview V-Ray Falloff produces a gradient texture based on the angular falloff of the surface of the geometry. 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. V-Ray Falloff starts with two colors, usually black and white. The placement of these colors on the surface is based on the  Type  and  Direction Type  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 color channel of a V-Ray Material. The Falloff Type is set to  Perpendicular/Parallel  with the Falloff Direction Type set to  World Y.  Solid colors of   bright orange, and dark green are used for the  Front Color  and  Side Color  parameters. UI Path:  ||V-Ray Node Editor|| >  Shader  >  Add  >  Texture Utilities  >  V-Ray Falloff Node Input Sockets This section determines which objects/collections from the scene are considered when calculating Distance. Front Color  – Allows a color node to control the Front Color. Side Color  – Allows a color node to control the Side Color. Output Color Mult  – Allows a color node to determine the multiplier of the ramp colors. Color Offset  – Allows a color node to determine the offset of the ramp colors. Alpha Mult  – Allows a float node to determine the multiplier for the alpha value. Properties Front Color  – Sets the extreme value for the Falloff Map's gradient when the distance to the camera is equal to or lower than  Distance Near . The specific placement of this color on the surface is determined by the  Falloff Type  and the  Falloff Direction . Side Color  – Sets the extreme value for the Falloff Map's gradient when the distance to the camera is equal to or higher than  Distance Far . The specific placement of this color on the surface is determined by the  Falloff Type  and the  Falloff Direction . Falloff Type  – Specifies the type of falloff: Towards/away  – Based on the directions on the face normals. Faces with normals that point in the  Falloff Direction  generate the  Front Color  while those facing in the opposite direction (180 degrees away from the falloff direction) generate the  Side Color .  Perpendicular/parallel  –Based on the face normals' directions. Faces with normals that point in the  Falloff Direction  generate the  Front Color , while those facing in a perpendicular direction (90 degrees away from 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 any other direction generate varying colors, depending on the IOR set by the  Fresnel Index Of Reflection .  Distance blend  – Sets the falloff range based on distance from the camera, as specified by  Distance   Near  and  Distance Far . 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 .  View Z  – Uses the camera viewing direction. This is the most common selection. View X  /  Y  – Uses one of the camera's other axes. Explicit  – Uses the direction specified by the  Explicit direction  parameter. Local X  /  Y  /  Z  – Uses one of the object's local axes. World X  /  Y  /  Z  – Uses one of the world axes. Ref node offset –  Fresnel IOR  – Defines the IOR (Index of Refraction)when the  Falloff Type  is set to  Fresnel . Distance Extrapolate  – When enabled, the effect continues beyond the range set by  Distance Near  and  Distance Far . Parts of the surface nearer than  Distance Near  receive the  Front Color , while parts farther from the camera than  Distance Far  receive the  Side Color . Distance Near  – When the  Falloff Type  is set to  Distance , parts of the surface at this distance from the camera and closer receive the  Front Color . Distance Far  – When the  Falloff Type  is set to  Distance , parts of the surface at this distance from the camera and farther away receive the  Side Color . Explicit Direction X,Y, Z  – Specifies the direction for falloff when the  Falloff Direction  is set to  Explicit . Use Blend Input - Enables the  Blend Input  property. Blend Input  – Specifies the final blending amount that is taken from the texture. This feature is available only when  Use Blend Input  is enabled. Output Alpha Mult  – Specifies a multiplier for the texture alpha. Color Offset  – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture. Color Mult  – Corrects the color of the falloff by multiplying the color values in the falloff by the color values specified here.