You need the second texture coordinate to tell the shader that you want the radial gradient to be projected that way. The radial gradient is used to tell the shader that you want the transition to be spreading outwards from the center. Also, you can't "play" the transition yet. You need a matinee for that, or it has to be…
Okay here is the sample shader, actually it is pretty easy... 1. sample model: 2. second uv channel with the planar mapping from the front view: 3. initial material setup (parts are described in the comments above the expressions): 4. Actually it is done at this point, now look at the different states based on the…
Okay, it is not so easy to understand, if you don't have an idea, but I try to explain it as good as I can. You can and you should write back if its not clear. 1. You need a second or third uv channel on your character , with planar mapping from the front or back view. 2. You need a mask like this. The curve of the…
Strangely enough i couldn't figure this out until i started typing another question. Then i read my question back and was like 'oh... true'. Anyway, it works and it looks cool. Something i don't understand is how the armour mask automatically applies itself to the 1st uv channel where the gradient is connected to the 2nd?…
you don't really need a texture to create a circular gradient though. all you need is the distance between the texture coordinates and a vector2 with whatever values you want for your center(0,5 for both values probably). //edit: before you could copy node setups from the material editor, paste them to text and copy&paste…
Cool. What you want is also simple, you need a mask for the metal parts (that you don't want/want to glow), and you simply need to multiply that to the radial gradient mask (the metal parts mask has to use uv channel 1 - coordinate index 0 - so basically you doesn't have to plug a texture coordinate node into it). So you…
Success! I think. Tbh, Seeing that glow come up made me cackle madly. So, adjusting the parameter lets me transition between the first and second textures. I'm gonna need to learn why the second uv channel is necessary, and more curiously, what part the shader plays specifically in the whole thing. It seems the lighter…