Circular Gradient!
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- Mrmichaelt
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- mestela
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Your setup works fine, what you're lacking is uv's.
The material will fit a circle in the 0:1 region of your uv's. Because your grid doesn't have any uv's, karma will go 'ok, I guess I'll just treat each polygon square as a little uv region, and fit the circle into there.'.
If you go back inside the wall sopcreate, append a uv texture sop, projection axis as 'z axis', you'll get one big circle that fills the wall.
The material will fit a circle in the 0:1 region of your uv's. Because your grid doesn't have any uv's, karma will go 'ok, I guess I'll just treat each polygon square as a little uv region, and fit the circle into there.'.
If you go back inside the wall sopcreate, append a uv texture sop, projection axis as 'z axis', you'll get one big circle that fills the wall.
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- jsmack
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- Mrmichaelt
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- Mrmichaelt
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- 14 posts
- Joined: 3月 2023
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jsmack
uv aren't required for an planar projection on axis. The two orthogonal axes to the projection axis can be shuffled into a vec2 and used with the circle formula.
for radial (phi):
(r1 - length(x,y))/(r1-r2)
for radar sweep (theta):
n*atan2(y,x)/2PI % 1
jsmack,
Unfortunately, I am not that advanced yet! I am still a super-newb to Houdini, learning the lingo and my way around. I appreciate the help and will save this file for when I become more knowledgeable.
Thanks
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