Creates a gradation through a series of colors. Use this texture:
- to create different types of effects, such as stripes, geometric patterns, or mottled surfaces
- as a 2D background
- as the source file for an environmental sphere texture to simulate a sky and horizon
- as the source file for a projection texture to simulate wood grain, marble, or rock
Find this texture in the Create tab. To apply this texture as a texture map, see Map a 2D or 3D texture.
Very complex ramp textures may experience aliasing during an animation. If this occurs, convert the ramp texture into an image file (see Bake color and illumination to textures for details).
- Type
-
The direction of the color ramp. The default is V Ramp. The following shows what happens when you select the Circular Type and adjust the colors of the Ramp swatch in the Attribute Editor (see also Ramp below).
- Interpolation
-
See Interpolation for more information.
- Ramp
-
By default, the Ramp is set to black and white (from black to white).
You can switch over to a rainbow ramp by selecting Presets > Rainbow. To revert back to the default, select Presets > BlackToWhite. Another available option is Presets > WhiteToBlack.
See Color ramp for more information on how to customize your ramp by adding additional color entries.
Note: Only changes in Interpolation, Selected Position, and Selected Color are displayed in the ramp. Changes to all attributes are displayed in the Hypershade swatch. - Selected Color
-
The active color component. This attribute applies to the active color only.
- Selected Position
-
Position of the active color component in the ramp. This attribute applies to the active color only. The range is 0 (bottom of ramp) to 1 (top of ramp).
- U Wave, V Wave
-
Controls the amplitude of a sine wave offset of the texture in the U and V directions. Increasing the U Wave or V Wave increases the display of the texture’s waviness. The range is 0 (no wave) to 1. The default is 0.
Tip:To increase the number of waves in the texture, increase the Repeat UV values in the 2D texture placement node.
- Noise
-
Offset amount in the U and V directions by 2D noise. If the texture repeats (Repeat UV values are greater than 1), the noise does not repeat (each instance of the texture is unique). The range is 0 (no noise) to 1. The default is 0.
- Noise Freq
-
Controls the noise granularity (if the Noise value, above, is non-zero). The range is 0 to 1. The default is 0.5.
HSV Color Noise
Randomize a Ramp texture’s color using three separate 2D noises which affect the color’s Hue, Saturation, and Value.
- Hue Noise
-
Offsets the color hue. Use to mark the color with specks of different colors. The range is 0 to 1. The default is 0.
- Sat Noise
-
Offsets the color saturation (or whiteness). Use to create a weathered look. The range is 0 to 1. The default is 0.
- Val Noise
-
Offsets the color value (or blackness). The range is 0 to 1. The default is 0.
- Hue Noise Freq, Sat Noise Freq, Val Noise Freq
-
Controls the granularity for hue, saturation, and value noise. The range is 0 to 1. The default is 0.5. (For each non-zero Freq value, additional calculations may slow down rendering.)