Hi there,
Just wondering if anyone could help me out with this shader, I was trying to control mixing between two colours by the position in world space (along one axis). So at say Y 0 the mix would be black then as it approached Y 1 it would blend to white.
Any ideas?
Thanks
Pete
Falloff material based on worldspace?
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Memag
- Posts: 339
- Joined: 08 Aug 2010, 23:37
- Location: Tits
Re: Falloff material based on worldspace?
I guess you could right click on "weight" divot and "link with".
In parameter connection editor "link" it with "global.posy" and set relative values how you want 'em (white when y=1, black when y=0).
Then click on "L" which appears as a divot and in animation editor set curve to linear , if you want nice and even transition.

There are probably faster ways through expressions and ICE. Hopefully someone will provide you with them.
In parameter connection editor "link" it with "global.posy" and set relative values how you want 'em (white when y=1, black when y=0).
Then click on "L" which appears as a divot and in animation editor set curve to linear , if you want nice and even transition.

There are probably faster ways through expressions and ICE. Hopefully someone will provide you with them.
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rray
- Moderator
- Posts: 1810
- Joined: 26 Sep 2009, 13:51
- Location: Bonn, Germany
Re: Falloff material based on worldspace?
You get less control than with Memag's approach, but you can do it directly in the render tree doing this: Take a "Vector State" render tree node, set to "Intersection Point" -- this returns the position of the rendered point, which you can extract the Y of.
softimage resources section updated Sep 26th 2026