Hey, I am playing around with the shader-editor and want to do something like this.
Basicly… a gradient from the edges of a face (Tri, quad or n-gon) to its center.
I Already have achieved something … it kinda works with one triangled face but doesn’t exactly delivers.
is this even possible? I mean it should be, right?
Edit:
I left the second multiply in, even if its basiclly useless. Its a leftover from something that didn’t worked. However, it doesn’t change the outcome of the achievement.
Oh, I understand now it’s an ngon in your example. I thought they were multiple triangles. Hmmm, there might be a way to do it in geonodes by subdividing the geometry. I’m not sure.
Best I could do : gradient_poly.blend (932.3 KB)
It doesn’t work very well with ngons because of the way the subdivision process interpolates attributes, but there may be a way around that, using topology checks. I don’t have time to investigate further.
I tried to do it in shader as well but no luck so far, the parametric coordinates aren’t sufficient, they will always output triangles.
edit If the subdivide node were to output new geometry as an anonymous attribute, we would be set…
Not procedural, but- lightmap pack with a large margin. In texture paint mode, make an image texture. fill all faces with white. Open that image texture in a photo editor- affinity photo, photoshop, etc. Select all the white. Shrink your selection, and fill the new selection with black. Deselect everything and add a Gaussian blur until the gradient looks right
@tichy i just tried this and it works perfectly, does it have to be procedural? If you just care about the end result, this is probably the best you’re going to get visually