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Manual 1.0 Manual 0.9.23
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Facing

Facing

Updated: 9 Sep 2025

Generate a gradient from the direction a surface is facing.

Method #

This node generates a gradient for a shading system, using the angle between the surface normal and a direction either generated from the node’s rotation, or a target position in the scene.

The output of this node is a shader, which can either be combined with other Shading nodes for more complex designs, or applied to Materials to directly control one of the material channels. They can also be applied to Fields, where they can be used on the various channels on the Field Emitters to control how the smoke is generated, and Field Materials to control how the field is rendered.

Parameters

ParameterDetails
Position X The shader’s position along the local x-axis.
Position Y The shader’s position along the local y-axis.
Position Z The shader’s position along the local z-axis.
Rotation Heading The shader’s rotation around the local y-axis.
Rotation Pitch The shader’s rotation around the local x-axis.
Rotation Bank The shader’s rotation around the local z-axis.
Scale X The shader’s scale along the local x-axis.
Scale Y The shader’s scale along the local y-axis.
Scale Z The shader’s scale along the local z-axis.

Control the inheritance of the transforms from the parent.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Mapping Type The input position channel.
  • World Position : The shader is generated in world space.
  • Object Local Position : The shader is generated relative to the object.
  • Texture Coordinate : The shader is generated in UV space, and mapped using the object’s UV’s.
Mode Determines how the direction value should be calculated.
  • Direction : Uses the node’s rotation to determine the direction value.
  • Target Point : Uses the vector between the node’s position and the node’s position to determine the direction value.
Invert Inverts the facing result.
Range Min Controls the lower value of the output range.
Range Max Controls the upper value of the output range.
Power Controls the power curve between the high and low values.
Preview In Viewport Passes this node’s output to the destination material as a colour channel, so it can be previewed more easily.

Inputs

NameDescriptionTypical Input
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null