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vklidu
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This could work for you ... Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better illustratevisualise it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

Note: This works only for Sphere object or you can use Linear gradient (for Plane object) for any other base shape you would have to use technique based on stretching like Tension Map add-on

Behind the Scene

For an illustration, if you take a Sphere and cut out a quarter to see into the Sphere's centre, you can play with and see what is happening under the hood.

enter image description here

Blender's textures are 3D it means when you are using Spherical Gradient texture it is not a circle, but as name state it is sphere like your shield object, just described by black&white colours (white at zero position (centre) and black at 1 m distance in all directions by default).

enter image description here

What you want to do is isolate (or highlight) waves. On surface a waves appears as vertices moved up/down from original position, it means you are looking for something that change color of geometry that is somewhere else than at zero position. There are several ways to do that. I tried the simplest one.

To colorise sphere's surface by one colour and any geometry moved above or bellow by another colour add Colour Ramp node. I set Black color at a middle (0.5), Green at 0 and Pink colour at 1.

enter image description here

Now you need to move somehow black part of gradient to be at sphere surface distance from centre. There is again many ways, I used here Mapping node and scaled textures coordinates.

Since this default Sphere is 1 m radius (2 m dimension) it is the same as gradient - middle black appears at middle radius distance. Texture Coordinates are set Object so just Scale mapping at 0.5 * it scales whole gradient and moves middle (black) at exact place - sphere's surface.

enter image description here

I added a plane on side to see also a part of colours out of sphere radius. Now just adjust gradient sliders as you need.

enter image description here

Note: Scale (Mapping node) - I know, confusing, but it is how it works. Half scale means -only half of original distance occupy the original distance - it means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original spacey occupy by of two original distances - it means it is smaller.

This could work for you ... Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better illustrate it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

Behind the Scene

For an illustration, if you take a Sphere and cut out a quarter to see into the Sphere's centre, you can play with and see what is happening under the hood.

enter image description here

Blender's textures are 3D it means when you are using Spherical Gradient texture it is not a circle, but as name state it is sphere like your shield object, just described by black&white colours (white at zero position (centre) and black at 1 m distance in all directions by default).

enter image description here

What you want to do is isolate (or highlight) waves. On surface a waves appears as vertices moved up/down from original position, it means you are looking for something that change color of geometry that is somewhere else than at zero position. There are several ways to do that. I tried the simplest one.

To colorise sphere's surface by one colour and any geometry moved above or bellow by another colour add Colour Ramp node. I set Black color at a middle (0.5), Green at 0 and Pink colour at 1.

enter image description here

Now you need to move somehow black part of gradient to be at sphere surface distance from centre. There is again many ways, I used here Mapping node and scaled textures coordinates.

Since this default Sphere is 1 m radius (2 m dimension) it is the same as gradient - middle black appears at middle radius distance. Texture Coordinates are set Object so just Scale mapping at 0.5 * it scales whole gradient and moves middle (black) at exact place - sphere's surface.

enter image description here

I added a plane on side to see also a part of colours out of sphere radius. Now just adjust gradient sliders as you need.

enter image description here

Note: Scale (Mapping node) - I know, confusing, but it is how it works. Half scale means -only half of original distance occupy the original distance - it means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original spacey occupy by of two original distances - it means it is smaller.

Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better visualise it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

Note: This works only for Sphere object or you can use Linear gradient (for Plane object) for any other base shape you would have to use technique based on stretching like Tension Map add-on

Behind the Scene

For an illustration, if you take a Sphere and cut out a quarter to see into the Sphere's centre, you can play with and see what is happening under the hood.

enter image description here

Blender's textures are 3D it means when you are using Spherical Gradient texture it is not a circle, but as name state it is sphere like your shield object, just described by black&white colours (white at zero position (centre) and black at 1 m distance in all directions by default).

enter image description here

What you want to do is isolate (or highlight) waves. On surface a waves appears as vertices moved up/down from original position, it means you are looking for something that change color of geometry that is somewhere else than at zero position. There are several ways to do that. I tried the simplest one.

To colorise sphere's surface by one colour and any geometry moved above or bellow by another colour add Colour Ramp node. I set Black color at a middle (0.5), Green at 0 and Pink colour at 1.

enter image description here

Now you need to move somehow black part of gradient to be at sphere surface distance from centre. There is again many ways, I used here Mapping node and scaled textures coordinates.

Since this default Sphere is 1 m radius (2 m dimension) it is the same as gradient - middle black appears at middle radius distance. Texture Coordinates are set Object so just Scale mapping at 0.5 * it scales whole gradient and moves middle (black) at exact place - sphere's surface.

enter image description here

I added a plane on side to see also a part of colours out of sphere radius. Now just adjust gradient sliders as you need.

enter image description here

Note: Scale (Mapping node) - I know, confusing, but it is how it works. Half scale means -only half of original distance occupy the original distance - it means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original spacey occupy by of two original distances - it means it is smaller.

added 2279 characters in body
Source Link
vklidu
  • 37.6k
  • 1
  • 68
  • 149

This could work for you ... Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better illustrate it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

Behind the Scene

For youran illustration, if you take a SphereSphere and cut out a quarter to see into the SphereSphere's centre, you can play with and see what is Happeninghappening under the hood.

enter image description here

Blender's textures are 3D it means when you are using Spherical Gradient texture it is not a circle, but as name state it is sphere like your shield object, just described by black&white colours (white at zero position (centre) and black at 1 m distance in all directions by default).

enter image description here

YouWhat you want to do is isolate (or highlight) waves. On surface a waves appears as vertices moved up/down from original position, it means you are looking for something that change color of geometry that is somewhere else than at zero position. There are manyseveral ways to do that. I tried to take the simplest one.

To colorise sphere's surface by one colour and any geometry moved above or bellow by another colour add Colour Ramp node. I set Black color inat a middle range (0.5), Green at 0 and Pink colour at 1.

enter image description here

Now you need to move somehow black part of gradient to be at sphere surface distance from centre. There is again many ways, I used here Mapping node and scaled textures coordinates.

Since this default Sphere is 1 m radius (2 m dimension) it is the same as gradient - middle black appears at middle radius distance. Texture Coordinates are set Object so just Scale mapping at 0.5 * it scales whole gradient and moves middle (black) at exact place - sphere's surface.

enter image description here

I added a plane on side to see also a part of colours out of sphere radius. Now just adjust gradient sliders as you need.

enter image description here

  • (I know, confusing, but it is how it works - half scale means only half of original distance occupy the original distance - means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original distance now occupy that distance twice - means it is smaller

Note: Scale (Mapping node) - I know, confusing, but it is how it works. Half scale means -only half of original distance occupy the original distance - it means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original spacey occupy by of two original distances - it means it is smaller.

This could work for you ... Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better illustrate it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

For your illustration if you take a Sphere and cut out a quarter to see into the Sphere centre, you can play with and see what is Happening under the hood.

enter image description here

Blender's textures are 3D it means when you are using Spherical Gradient texture it is not a circle, but as name state it is sphere like your shield object, just described by black&white colours (white at zero position (centre) and black at 1 m distance in all directions by default).

enter image description here

You want to isolate (or highlight) waves. On surface a waves appears as vertices moved up/down from original position, it means you are looking for something that change color of geometry that is somewhere else than at zero position. There are many ways to do that. I tried to take the simplest one.

To colorise sphere's surface by one colour and any geometry moved above or bellow by another colour add Colour Ramp node. I set Black color in a middle range (0.5), Green at 0 and Pink colour at 1.

enter image description here

Now you need to move somehow black part of gradient to be at sphere surface distance from centre. There is again many ways, I used here Mapping node and scaled textures coordinates.

Since this default Sphere is 1 m radius (2 m dimension) it is the same as gradient - middle black appears at middle radius distance. Texture Coordinates are set Object so just Scale mapping at 0.5 * it scales whole gradient and moves middle (black) at exact place - sphere's surface.

enter image description here

I added a plane on side to see also a part of colours out of sphere radius. Now just adjust gradient sliders as you need.

enter image description here

  • (I know, confusing, but it is how it works - half scale means only half of original distance occupy the original distance - means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original distance now occupy that distance twice - means it is smaller

This could work for you ... Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better illustrate it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

Behind the Scene

For an illustration, if you take a Sphere and cut out a quarter to see into the Sphere's centre, you can play with and see what is happening under the hood.

enter image description here

Blender's textures are 3D it means when you are using Spherical Gradient texture it is not a circle, but as name state it is sphere like your shield object, just described by black&white colours (white at zero position (centre) and black at 1 m distance in all directions by default).

enter image description here

What you want to do is isolate (or highlight) waves. On surface a waves appears as vertices moved up/down from original position, it means you are looking for something that change color of geometry that is somewhere else than at zero position. There are several ways to do that. I tried the simplest one.

To colorise sphere's surface by one colour and any geometry moved above or bellow by another colour add Colour Ramp node. I set Black color at a middle (0.5), Green at 0 and Pink colour at 1.

enter image description here

Now you need to move somehow black part of gradient to be at sphere surface distance from centre. There is again many ways, I used here Mapping node and scaled textures coordinates.

Since this default Sphere is 1 m radius (2 m dimension) it is the same as gradient - middle black appears at middle radius distance. Texture Coordinates are set Object so just Scale mapping at 0.5 * it scales whole gradient and moves middle (black) at exact place - sphere's surface.

enter image description here

I added a plane on side to see also a part of colours out of sphere radius. Now just adjust gradient sliders as you need.

enter image description here

Note: Scale (Mapping node) - I know, confusing, but it is how it works. Half scale means -only half of original distance occupy the original distance - it means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original spacey occupy by of two original distances - it means it is smaller.

added 2279 characters in body
Source Link
vklidu
  • 37.6k
  • 1
  • 68
  • 149

This could work for you ... Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better illustrate it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

For your illustration if you take a Sphere and cut out a quarter to see into the Sphere centre, you can play with and see what is Happening under the hood.

enter image description here

Blender's textures are 3D it means when you are using Spherical Gradient texture it is not a circle, but as name state it is sphere like your shield object, just described by black&white colours (white at zero position (centre) and black at 1 m distance in all directions by default).

enter image description here

You want to isolate (or highlight) waves. On surface a waves appears as vertices moved up/down from original position, it means you are looking for something that change color of geometry that is somewhere else than at zero position. There are many ways to do that. I tried to take the simplest one.

To colorise sphere's surface by one colour and any geometry moved above or bellow by another colour add Colour Ramp node. I set Black color in a middle range (0.5), Green at 0 and Pink colour at 1.

enter image description here

Now you need to move somehow black part of gradient to be at sphere surface distance from centre. There is again many ways, I used here Mapping node and scaled textures coordinates.

Since this default Sphere is 1 m radius (2 m dimension) it is the same as gradient - middle black appears at middle radius distance. Texture Coordinates are set Object so just Scale mapping at 0.5 * it scales whole gradient and moves middle (black) at exact place - sphere's surface.

enter image description here

I added a plane on side to see also a part of colours out of sphere radius. Now just adjust gradient sliders as you need.

enter image description here

  • (I know, confusing, but it is how it works - half scale means only half of original distance occupy the original distance - means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original distance now occupy that distance twice - means it is smaller

This could work for you ... Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better illustrate it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

This could work for you ... Since your model is a Sphere you can use simple Spherical Gradient texture ...

I used Pink for parts stretched up and Green for down to better illustrate it ... you should use white instead to result factor properly.

enter image description here

Add this node-tree as Factor for Mix Shader...

enter image description here

For your illustration if you take a Sphere and cut out a quarter to see into the Sphere centre, you can play with and see what is Happening under the hood.

enter image description here

Blender's textures are 3D it means when you are using Spherical Gradient texture it is not a circle, but as name state it is sphere like your shield object, just described by black&white colours (white at zero position (centre) and black at 1 m distance in all directions by default).

enter image description here

You want to isolate (or highlight) waves. On surface a waves appears as vertices moved up/down from original position, it means you are looking for something that change color of geometry that is somewhere else than at zero position. There are many ways to do that. I tried to take the simplest one.

To colorise sphere's surface by one colour and any geometry moved above or bellow by another colour add Colour Ramp node. I set Black color in a middle range (0.5), Green at 0 and Pink colour at 1.

enter image description here

Now you need to move somehow black part of gradient to be at sphere surface distance from centre. There is again many ways, I used here Mapping node and scaled textures coordinates.

Since this default Sphere is 1 m radius (2 m dimension) it is the same as gradient - middle black appears at middle radius distance. Texture Coordinates are set Object so just Scale mapping at 0.5 * it scales whole gradient and moves middle (black) at exact place - sphere's surface.

enter image description here

I added a plane on side to see also a part of colours out of sphere radius. Now just adjust gradient sliders as you need.

enter image description here

  • (I know, confusing, but it is how it works - half scale means only half of original distance occupy the original distance - means its bigger, if you set scale 2 it doesn't mean it is twice bigger, but the original distance now occupy that distance twice - means it is smaller
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vklidu
  • 37.6k
  • 1
  • 68
  • 149
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added 132 characters in body
Source Link
vklidu
  • 37.6k
  • 1
  • 68
  • 149
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Source Link
vklidu
  • 37.6k
  • 1
  • 68
  • 149
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