
Since LW-Version 6, image maps and procedural textures have a new brother: the Gradient. At first, nobody knew how to handle them, somehow they seemed to be kind of an alien thing. But having a closer look at them, they reveal an unexpected power and provide the possibility to create "intelligent surfaces".
This article is intended to give you a basic understanding through simple examples. How to set up a Gradient in detail can be read in the manual. But what they can be used for, and which effects they can produce - that are the questions I want to discuss here.
The basic idea behind Gradients is as simple as genial: Any surface property can be defined as dependent from a certain scene parameter. Think of it as an "expression for surfaces". A so called Input Parameter is the controlling scene variable, the actual gradient is used to assign different surface attributes to the different values this variable can have.
It's all about the Input!
The huge amount of potential uses unfolds, when you have a closer look at the available Input Parameters.
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There are many more Inputs available. "Slope Angle", for example, causes snow to lie on horizontal parts only, and not to stick on the side of the rocks. Notice how the Gradient not only takes the Normals of geometry into account, moreover it also determines the simulated grooves of the bump map. |
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With "Light Incidence" the angle at which the Light hits the surface is handled as Input data. Use this option to create your very own cell-shader or to bring some color variation into the shaded parts of your model (useful for velvet or silky materials). |
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"Incidence Angle" is an interesting option, too. It takes the viewing angle of the camera into account. By using two opposite Gradients for the transparency and the reflection channel, you can simulate the Fresnel-effect, which is very important for believable glass or water. |
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Depending on the kind of object to be textured, there can be many other Input Parameters available. So you can link material (plus other) properties to particle age, speed or acceleration. |
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Danger: Experiments on Animals! |
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In this example 8 WeightMaps are used to color the experimentation animal "Tasso". |
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Much more exciting possibilities appear, when you use the whole gradient as Alpha mask for the nest underlying layer. |
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I hope this article could evoke some interest for the wonderful world of Gradients.
Of course, I'm all ears to your feedback.
Feel free to send comments, greetings or criticism to: Blochi@Blochi.com.