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


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