The Falloff node blends two materials or textures together based on the incidence angle between the object to which the material is applied and the camera. This is useful when you wish to use one material for portions of the geometry that would reflect light directly back to the camera and a different material for parts that reflect light back into the scene.
Falloff Node Inputs
The two Inputs on the Falloff node are used to connect two images or materials. One is used to reflect back at the camera, while the other reflects away from the camera and into the scene.
- Face On Material: The orange Face On material input accepts a 2D image or a 3D material. If a 2D image is provided, it is turned into a diffuse texture map using the basic material shader. This input is used for the material that is reflecting directly back to the camera
- Glancing Material: The green Glancing material input accepts a 2D image or a 3D material. If a 2D image is provided, it is turned into a diffuse texture map using the basic material shader. This input is used for the material that is reflecting away from the camera and into the scene.
While the inputs for this node can be images, the output is always a material.
Falloff Node Setup
The Falloff node below is used to control the strength of the Blinn material and the Reflect material. You connect the Face On input of the Falloff node to the material you want shown for the sides of the object that face the camera and connect the Glance input to the material you want shown for the sides not directly facing the camera.
Falloff Node Controls Tab
The parameters in the Controls tabs modify the tint and opacity of the Face On material and the Glancing material. A Falloff slider controls the blending between the two.
- Color Variation
- Two Tone: Two regular Color controls define the colors for Glancing and Face On.
- Gradient: A Gradient control defines the colors for Glancing and Face On. This can be used for a multitude of effects, like creating Toon Shaders, for example.
- Face On Color
The Face On Color defines the color of surface parts facing the camera. If the Face On texture map is provided, then the color value provided here is multiplied by the color values in the texture.
Reducing the material’s opacity decreases the color and Alpha values of the Face On material, making the material transparent.
- Glancing Color
The Glancing Color defines the color of surface parts more perpendicular to the camera. If the Glancing material port has a valid input, then this input is multiplied by this color.
Reducing the material’s opacity decreases the color and Alpha values of the Glancing material, making the material transparent.
This value controls the transition between Glancing and Face On strength. It is very similar to a gamma operation applied to a gradient, blending one value into another.
- Material ID
This slider sets the numeric identifier assigned to this material. This value is rendered into the MatID auxiliary channel if the corresponding option is enabled in the renderer.
Falloff Node Settings Tab
The Settings tab in the Inspector is duplicated in other 3D nodes. These common controls are described in detail HERE.
About the Author
Justin Robinson is a Certified DaVinci Resolve, Fusion & Fairlight instructor who is known for simplifying concepts and techniques for anyone looking to learn any aspect of the video post-production workflow. Justin is the founder of JayAreTV, a training and premade asset website offering affordable and accessible video post-production education. You can follow Justin on Twitter at @JayAreTV YouTube at JayAreTV or Facebook at MrJayAreTV