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radial ramp in vex?


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Thanks

But i actually need procedural radial texture , not coloring points in radial way.

Ive attached an example in a shader. Getting the distance from the center, (ie 0.5, 0.5, 0.5) and the current parametric (s and t coordinate) sample pt will create a falloff as pts closer will have a smaller distance and therefore have a darker value. I use a compliment VOP to swap it around.

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Ive attached an example in a shader. Getting the distance from the center, (ie 0.5, 0.5, 0.5) and the current parametric (s and t coordinate) sample pt will create a falloff as pts closer will have a smaller distance and therefore have a darker value. I use a compliment VOP to swap it around.

Sorry, forgot to hit 'Attach This File'

radialRamp_001sl.hip

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