Hi,
As usual there are a few ways to achieve this result, I think you will
need to use a mesh object to do it easiest, you could say use an SDS
object with either set to polygonal interpolation or with extra curves
near the edges to achieve the sharpness u need, then use point based
scope by adding a custom channel and applying it to the points you want
then it will automatically blend for you between points. Otherwise you
could use UV mapping and use a vsl shader with a scope or color etc UV
based fade.
I am not sure of you experience level, so if y need some more help, I
will give you some more details.
rgds,
Andrew
Matthew Hagerty wrote:
Greetings,
I need a material that will fade a color (or modify illumination) over
the length of an object. Think of a wall, on the left I'd like white,
on the right some color, with a nice even fade across the surface.
That much I figured out. What I'm having a problem with is when I
need one or more corners in the wall, I can't figure out how to start
at one end and follow the wall's "path" to the other end while fading
the color.
Currently my wall is an analytic polyhedron, but it could be a mesh
too, as long as it has sharp corners. My current material works fine
as long as the wall is straight, but I really need the linear fading
to continue around the wall's corners.
I'm hoping someone can give me some ideas on how to do this, I'm at a
total loss.
Thanks,
Matthew