Object Space Radial Gradient by Jens Kafitz |
The Object Space Radial Gradient will create a 3d radial gradient in around a defined point in your scene.
Positioning using Locators |
For easiest positioning turn on the 'Debug Pattern' Checkbox under the Texture Map Group of the Cylindrical Projection Node
or choose an existing one from the dropdown
The position of this locator marks the centre of your gradient
A locator gizmo will become visible in the viewport (you might have to look at your world centre to see it, if your object is positioned away from the grid)
Tip: Lock your object When the Locator Gizmo is over your object it is very easy to 'miss the click' on the rotation ring and activate the object instead which will result often in inadvertently moving the object around Consider locking your object via the object palette to avoid moving it by mistake. |
The 'Manifold' connection can be used to feed in a coordinate system for the evaluation of the gradient.
Possible node connections are for example the 'Manifold 3D', 'Manifold UV', 'UV', 'Position' etc.
Color for the centre of the gradient to its outside (A to B)
Flips the distribution of the color from B to A
The size of the radial gradient around its pivot
A Gain Multiplier on the values generated by the gradient
The Gradient Profile
Lets you define the gradient centre by selecting or creating a locator that you can position in your viewport.
You can create a new locator by clicking the '+' button next to the dropdown, then clicking the 'p' button next to it
to edit it.
Will apply a scale along X,Y or Z of your radial gradient.
Extra Attributes vs. Locators Please note the options below are working on top of any locators created, meaning that by modifying the extra attributes the locator position will no longer be 100% representative of your pivot position |
With this checkbox turned on the Spherical Gradient will be generated at the centre of the bounding box by default and
the XYZ Offset sliders will transform the pivot relative the the Object centre.
The X, Y and Z Offset to your Sphere Pivot relative to its original position (world 0 or locator position)
A secondary offset on each main slider with a finer granularity on the slider for precision positioning
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