Open a V-Ray standalone command line prompt, and type:plgparams -plugindir ..\vrayplugins TexFalloffThis will show you the different parameters of the texture and their meaning:```
C:\Program Files\Autodesk\Maya2012\vray\bin>plgparams -plugindir ..\vrayplugins TexFalloff
Parameters for plugin ‘TexFalloff’
compatibility_with: integer = 0, This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, …
alpha_from_intensity: bool = false, If true, the resulting alpha is the color intensity; otherwise the alpha is taken from the bitmap alpha
invert: bool = false, If true, the resulting texture color will be inverted
invert_alpha: bool = true, If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult: acolor texture = AColor(1, 1, 1, 1), A multiplier for the texture color
color_offset: acolor texture = AColor(0, 0, 0, 0), An additional offset for the texture color
alpha_mult: float texture = 1, A multiplier for the texture alpha
alpha_offset: float texture = 0, An additional offset for the texture alpha
nouvw_color: acolor texture = AColor(0.5, 0.5, 0.5, 1), The color when there are no valid uvw coordinates
color: output acolor texture, The resulting color
out_transparency: output acolor texture, The resulting transparency
out_alpha: output float texture, The resulting alpha
out_intensity: output float texture, The resulting intensity
color1: acolor texture = AColor(1, 1, 1, 1), First color
color2: acolor texture = AColor(0, 0, 0, 0), Second color
type: integer = 0, Type (0 - towards/away, 1 - perpendicular/parallel, 2 - Fresnel, 3 - shadow/light, 4 - distance blend)
direction_type: integer = 0, Direction type (0 - viewZ, 1 - viewX, 2 - viewY, 3 - explicit, 4 - localX, 5 - localY, 6 - localZ, 7 - worldX, 8 - worldY, 9 - worldZ)
fresnel_ior: float = 1.6, IOR for the Fresnel falloff type
dist_extrapolate: bool = false, Extrapolate for the distance blend falloff type
dist_near: float = 0, Near distance for the distance blend falloff type
dist_far: float = 100, Far distance for the distance blend falloff type
explicit_dir: vector = Color(0, 0, 0), Direction for the explicit direction type
blend_output: output float texture, The blending amount, based on the parameters
use_blend_input: bool = false
blend_input: float texture = 0.5, If specified and use_blend_input is true, the final blending amount will be taken from this texture
Best regards,
Vlado