DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that
use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage
shader library.
| Alpha Gradient | Input | Render Tree Usage | Render Tree Usage
Output: Color
The gradient mixer shader accepts a scalar or vector input that drives the color gradient that it outputs. This allows you
to create gradients based on, for example, distance, vector coordinates, or incidence.
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The shader's name. Enter any name you like, or leave the default.
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RGBA Gradient
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The gradient slider is where you create and adjust the gradient. The bar displays the gradient left-to-right from beginning
(0.00) to end (1.00).
Square markers on the bottom of the gradient bar are color markers. You can use up to 8 color markers, each with its own color.
Clicking on the gradient bar inserts a color marker at the click-point. By default, the new marker assumes the color of that
point in the gradient. To delete a color marker, right-click it and choose "delete marker" from the menu.
A round marker on the top of the gradient bar appears between each pair of color markers, indicating the mid-point in the
blend between those two colors. Moving the round marker closer to either color marker causes less of that color, and more
of the other, to appear in that "sub-gradient". The net effect is a sharper blend and a larger portion of the dominant color.
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Controls the R, G, B, and alpha values for the selected color marker.
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Controls the position of markers on the gradient: If a color marker is selected, the Pos value indicates its position, on a scale of 0.00-1.00, within the entire gradient.
If an interpolation marker is selected, the Pos value indicates its position, on a scale of 0.00-1.00, between its associated
pair of color markers.
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Switches between linear and cubic interpolation of the gradient. Cubic interpolation results in a smoother transition between
gradient colors, while linear interpolation results in sharper transitions.
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Animation
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Adds a keyframes for the gradient's color and position parameters. One keyframe is added for each color and interpolation
marker in the gradient.
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Removes any and all keyframes applied to the gradient's color and position parameters. Keyframes are removed from all markers.
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Removes any and all keyframes applied to the gradient's color and position parameters, and resets these parameters to their
default values.
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Disconnects any and all shaders that are attached to gradient shader parameters.
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Creates a standard linear gradient that starts from the bottom of the texture projection object and gradiates to the top.
Creates a standard linear gradient that starts from the leftmost edge of the texture projection object and gradiates to the
rightmost.
Creates a gradient that begins at the center of the texture projection and gradiates outward, in a bull's-eye pattern.
Creates a rainbow-like gradient that originates at the center of the texture projection, except this mode uses a linear,
symetrical pattern.
Creates a standard linear gradient that starts from the bottom-left corner of the texture projection object and gradiates
to the top-right corner.
Creates a standard linear gradient that starts from the top-left corner of the texture projection object and gradiates to
the bottom-right corner.
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When enabled, the gradient colors are applied in the reverse order of how they appear in the gradient slider.
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When enabled, the gradient ends at the edge of the outermost color. Otherwise the outermost color bleeds over the untextured
portion of the object.
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Preset
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Creates a 2-marker black to white gradient.
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Creates a 2-marker white to black gradient.
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Creates a 2-marker black to black gradient with a descending alpha value.
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Creates a 2-marker white to white gradient with a descending alpha value.
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Creates a 4-marker gradient that simulates the look of chrome.
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Creates a 4-marker gradient that simulates the look of copper.
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Creates a 7-marker gradient that replicates the visible spectrum of colors.
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Creates an 8-marker gradient that replicates the red to violet spectrum of a rainbow.
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Creates a 6-marker gradient that simulates the colors of a flame, beginning with yellows and reds, blending into orange and
ending with a blue. The alpha value gets progressively lower to give the edges of the flame translucence.
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Alpha Gradient
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Activates a gradient in the alpha channel of the output texture.
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The gradient slider is where you create and adjust the gradient. The bar displays the gradient left-to-right from beginning
(0.00) to end (1.00).
Square markers on the bottom of the gradient bar are alpha markers. You can use up to 8 alpha markers, each with its own alpha
value. Clicking on the gradient bar inserts an alpha marker at the click-point. By default, the new marker assumes the alpha
of that point in the gradient. To delete an alpha marker, right-click it and choose "delete marker" from the menu.
A round marker on the top of the gradient bar appears between each pair of alpha markers, indicating the mid-point in the
blend between those two alpha values. Moving the round marker closer to either alpha marker causes less of that alpha value,
and more of the other, to appear in that "sub-gradient". The net effect is a sharper blend and a larger portion of the dominant
alpha value.
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Controls the alpha value for the selected alpha marker on the gradient slider.
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Controls the position of markers on the gradient: If an alpha marker is selected, the Pos value indicates its position, on a scale of 0.00-1.00, within the entire gradient.
If a round marker is selected, the Pos value indicates its position, on a scale of 0.00-1.00, between its associated pair
of alpha markers.
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Switches between linear and cubic interpolation of the gradient. Cubic interpolation results in a smoother transition between
alpha values, while linear interpolation results in sharper transitions.
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Animation
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Adds a keyframes for the gradient's alpha and position parameters. One keyframe is added for each color and interpolation
marker in the gradient.
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Removes any and all keyframes applied to the gradient's alpha and position parameters. Keyframes are removed from all markers.
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Removes any and all keyframes applied to the gradient's alpha and position parameters, and resets these parameters to their
default values.
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Disconnects any and all shaders that are attached to gradient shader parameters.
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Creates a standard linear gradient that starts from the bottom of the texture projection object and gradiates to the top.
Creates a standard linear gradient that starts from the leftmost edge of the texture projection object and gradiates to the
rightmost.
Creates a gradient that begins at the center of the texture projection and gradiates outward, in a bull's-eye pattern.
Creates a rainbow-like gradient that originates at the center of the texture projection, except this mode uses a linear,
symetrical pattern.
Creates a standard linear gradient that starts from the bottom-left corner of the texture projection object and gradiates
to the top-right corner.
Creates a standard linear gradient that starts from the top-left corner of the texture projection object and gradiates to
the bottom-right corner.
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When enabled, the gradient alpha values are applied in the reverse order of how they appear in the gradient slider.
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When enabled, the gradient ends at the edge of the outermost color. Otherwise the outermost color bleeds over the untextured
portion of the object.
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Preset
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Creates a 2-marker gradient that goes from full transparency (alpha=0) to full opacity (alpha=1).
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Creates a 2-marker gradient that goes from full opacity (alpha=1) to full transparency (alpha=0).
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Input
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The shader can accept vector or scalar inputs: is used to make a gradient according to a scalar value like distance.
is used to make a gradient according to vector values, like texture coordinates. The 2D gradient can then be used to shade
the surface of an object.
is used to make a gradient according to an individual vector. This is useful for hair texturing where the U and V data contain
information about the hair's position, intersection, and so on. I that case, you would need to connect a Vector State shader
to the coordinate input.
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A scalar input designed to accept a scalar output, like distance, from another shader.
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A vector input designed to accept vector data, like texture coordinates, from another shader.
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Although the shader's input can have any range of values, the gradient shader's range is from 1 to 0. The active range minimum
and maximum values remap the input's highest and lowest values to 1 and 0 respectively. Values in between are adjusted accordingly.
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Render Tree Usage
This shader requires a scalar or color input from which to generate a gradient. Input shaders are connected to the shader's
Input (scalar) or Coord (vector) ports. You can also texture the color/alpha and position parameters of the color and alpha
gradients' markers, as well as the position of the interpolation markers. Connection textures to color markers' color parameter
allows you to create a gradient of textures.
The gradient defined by the shader and its input can connected to nearly any parameter on any shader. For example, you could
use a gradient to control a surface shader's transparency, reflection, or even basic surface shading. A common use of gradients
is to drive the weight parameter in a mixer shader to control how colors or textures are blended together.