Type – Specifies the method for determining falloff range: Distance Blend – Sets the falloff range based on the distance that is specified from the camera. Shadow/Light – Sets the falloff range based on light and shadow. Fresnel – Sets the falloff range based on the IOR (Index of Refraction). The color range is controlled by the IOR. Perpendicular/Parallel – Sets the falloff range based on a 180-degree change in face normal direction. Towards/Away – The falloff range is based on a 180-degree change in face normal direction. Direction – Specifies the direction for defining falloff: View Z – Defines the falloff based on the camera viewing direction (camera Z-Axis). View X – Defines the falloff based on the camera X-Axis. View Y – Defines the falloff based on the camera Y-Axis. Explicit – Defines the falloff based on a defined position. Local X – Defines the falloff based on the local X-Axis. Local Y – Defines the falloff based on the local Y-Axis. Local Z – Defines the falloff based on the local Z-Axis. World X – Defines the falloff based on the world X-Axis. World Y – Defines the falloff based on the world Y-Axis. World Z – Defines the falloff based on the world Z-Axis. Fresnel Ior – Defines the IOR (Index of Refraction) used by Falloff. This option is available when Falloff Type is set to Fresnel. Dist Near – Specifies the near distance value. Available when Falloff Type is set to Distance Blend. Dist Far – Specifies the Far distance value. Available when Falloff Type is set to Distance Blend. Dist Extrapolate – When enabled, the falloff effect continues beyond the Near and Far distances. Available when Falloff Type is set to Distance Blend. Compatibility – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya: 3ds Max – The resulting alpha of the texture is the intensity of the texture. Maya – The resulting alpha of the texture is the color luminescence. Invert – When enabled inverts the colors in final result. Alpha From – Determines how the alpha of the result is calculated: Force 1.0 – Alpha is always 1. Compatibility – Depends on the selected Compatibility option. Self – The calculated alpha of the texture.
Invert Alpha – Inverts the alpha channel if Invert is also enabled. |