Hi all! I'm using UVs right now in my Unity shaders to interpolate a gradient. So a plane which is black at the bottom 0,0 , 0,1 would be white by the time the UVs reach 1,0 , 1,1 if that makes sense. I'm using this effect largely in a linear way but today I started working on a model I realized I'd like to have the UVs of radiating out from the center. In shadercode this is a rather simple maneuver: for each vertex, set the UV coordinate to be the distance between the vertex and the pivot (or center). In Max I'm just lost.
I've tried making a Data Channel modifier which takes the vertex output and then turns the vector into a float by using its length but the length can go negative so it looks more like this...
Does anyone have good ideas for how to deal with this? I almost manually unwrapped this model x...x
Max's creation graph doesn't make sense to me either (I dont understand how loops are supposed to work in the system? for example it seems relatively simple to iterate through every vertex and determine its length but I cant find anything that would enable me to do that.)
Thanks for reading!
Replies
You can also add a Curve operator right after Normalize to further tweak the values range: