The vector to falloff from in 3D space.
The space to calculate the falloff in.
The vector is specified in object coordinates and the falloff is affected by the object’s orientation (and by the orientation of the texture axis). In this way, the falloff sticks to the object as it changes rotations.
The vector is specified in world coordinates and is not affected by the object’s orientation. This is the most common setting because it allows the object to move and have the falloff stay oriented in a consistent direction.
The vector is specified in coordinates relative to the orientation of the camera. In this way, up is always up (in the camera view, for example) regardless of camera or object orientation.
If enabled, the bump normal is used to calculate the falloff. If off then the bump normal is ignored.
The gradient used by Falloff to remap the value.