These shaders provide a gradient ramp for RGB output and a spline ramp for float output. As points are added, edited or deleted on the curve or gradient, corresponding inputs are created dynamically for the position, color (or value) and interpolation. These inputs are then available to link upstream shaders so that noises and textures can be plugged in. Effects can be created by using a ramp_float shader to drive the displacement and a ramp_rgb shader to drive the color. Internally, the shaders use lazy caching of the parameters of the curves and give intermediate results. Therefore both ramp shaders are faster when not textured or when only some of the parameters are textured.
Allows you to select from built-in ramp modes (like u, v, circular, etc.) or a custom mode where the mapping is controlled by the input parameter.
Time computes the input based on the current time and the camera's start and end shutter interval. In the images below, the motion-blurred planes have a flat shader that changes colors through the shutter time.
Allows the value/color of an incoming shader to be remapped.
Gradient (ramp_rgb) and spline (ramp_float) controls to define control points. Colors can be added by clicking on the desired position on the ramp.
Integer array of interpolation types for each curve point. The available types are:
UV set to use for input coordinates. A string with the name of the UV set to use to sample the image. By default, when the uvset parameter is empty, the primary UV set in the polymesh will be used. Example: If you have created a UV set in a polymesh node called "UVset2", then you can use it by setting the uvset parameter to "UVset2".
Use the implicit (barycentric) per-primitive coordinates instead of the UVs. This is mostly useful with curves where it gives coordinates varying along each hair strand.
Wraps the input UV coordinates between [0,1] so that it applies to different UV ranges or UDIMs.