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Ramp between Y Max and Min object


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here is a way of creating a ramp to use for your sss.

I disabled refraction, sss, etc and only kept diffuse, but plugged the ramp into the diffuse as it was faster to render.

I have done the calculations on sop level in a point wrangle, but you could just as easily do it in the shader instead by referencing a sop by the op: syntax.

hope this helps

CrystalBall_Ramp.hiplc

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On 2018-08-02 at 1:49 AM, Tasbien said:

Hi Jesper,

Thank you very much

It helps me understand better how to do that. In your example, can't control ramp values, can you explain how to do that ?

Have a nice day

 

if you scroll down on the pointwrangle there is a ramp parameter visible. You probably want to change that to a grayscale color.

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Hi,

Thank you for tamagochy and Jesper for your explanations.

To clarify my need,
I wish to make a gradient ramp with one or several cursors to adjust the gradient as I wish it to make several different crystals.

For the moment because I'm noob and "more visual graphist" , I prefer doing that with pointvop and sop that with vex in point wrangle but that help me to understand what i do that.

I try to doing that and your assistant is welcome :)

I go on holiday for August, I give news of my progress in my return.

Thank you very much in any case and nice

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