This shader node is not available in Maya!
This shader node is not available in Softimage!
This shader node is not available in 3ds Max!
Table Of Contents
This shader node maps an input coordinate between 0 and 1 to a color ramp.
This is the name of the uv coordinate map on the surface that will index the color ramp, when the Source option is set to 'UV Map'.
This option determines the source of the coordinate that will index the color ramp.
- UV Map - the coordinate is defined by a uv coordinate map on the object
- Alt - the coordinate is defined by the Alt Input value
The scalar coordinate value that will index the color ramp when Source is set to 'Alt'.
This option remaps a uv coordinate input to a scalar coordinate in preparation for indexing the color ramp, when Source is 'UV Map'.
- Horizontal - the u component of the uv coordinate is used
- Vertical - the v component of the uv coordinate is used
- Diagonal - the average of the u and v components is used
- Radial - the angle between the u and v components is used, mapped to 0-1
- Circular - the hypotenuse of the u and v components is used
Enabling this option inverts the computed coordinate that will be used to index the color ramp.
This scales the amount of noise that will be applied to the ramp coordinate to add variation to the texture. A value of 0.0 means no noise is applied, with higher values meaning stronger noise.
This scales the noise effect applied to the ramp coordinate, with higher values resulting in higher frequency noise.
This is the color ramp. It can have constant colors for each knot, or colors defined by shader textures.