# Falloff Procedural

The Falloff node controls blending two MaterialsA set of attributes or parameters that describe surface characteristics., depending on the viewing angle of the MaterialThe representation of the surface or volume properties of an object.'s geometry. This helps simulate coating effects visible in car shaders, or layered effects visible in velvet cloth or frosted glass (Figure 1).

This can also mimic architectural glass for GlossyThe measure of how well light is reflected from a surface in the specular direction, the amount and way in which the light is spread around the specular direction, and the change in specular reflection as the specular angle changes. Used for shiny materials such as plastics or metals. and SpecularAmount of specular reflection, or the mirror-like reflection of light photons at the same angle. Used for transparent materials such as glass and water. materials by plugging the texture into the Opacity channel of the Material node, allowing light to pass through based on the Falloff texture.

Figure 1: Falloff texture node examples

Figure 2: A typical network setup for using the Falloff texture node

## Falloff Node Parameters

Mode

• Normal vs Eye Ray - Calculates the falloff from the angle between the surface normal and the eye ray.
• Normal vs Vector 90 Deg - Calculates the falloff from the angle between the surface normal and the specified direction, with a maximum vector angle of 90 degrees.
• Normal vs Vector 180 Deg - Calculates the falloff from the angle between the surface normal and the specified direction, with a maximum vector angle of 180 degrees.

Minimum Value

The value (from 0-1) of the map at straight-on viewing angles, sometimes referred to as the Normal angle. When used as an input to a Mix materialUsed to mix any two material types. node, the normal is the spectral shade value between Material 0 and Material 1.

Maximum Value

The value (from 0-1) of the map at grazing angles. When used as an input to a Mix material node, the grazing is the spectral shade value between Material 0 and Material 1.

Falloff Skew Factor

The relative amount of the Normal and Grazing values that are at an angle to the straight on view. A value of 0.1 results in almost complete coverage by the Grazing value, regardless of viewing angle, whereas a value of 15 results in complete coverage by the normal value.

Falloff Direction

The direction vector used by the various Falloff modes.