PolyExplode

 

PolyExplode requires a gradient texture, and a specialized pixel shader.

 

Here is an method to build a gradient texture for a sphere:

 

Step 1 : Create a Material

 

- As indicated in the image, make sure Face Map and Faceted are checked.  This ensures that your texture is applied to each face.

- Then select on the Diffuse Box and select Gradient Ramp.

 

 

- Under the Gradient Ramp Parameters roll-out, be sure to select Box for Gradient Type, and Linear for Interpolation.  Your material sphere should look as above.

 

 

Step 2 : Create a sphere and apply your texture.  I named it Sphere_Gradient in this example

 

 

Step 3 : Duplicate the sphere.

- I added an Unwrap UVW modifier.  The end-result will be a gradient applied to each quad in the unwrapped texture.

- Next select Pick List and select Sphere_Gradient that you created earlier.

 

 

Step 4 : Render To Texture

 

- Hit ‘0’ or go to Rendering->Render To Texture on the Menu.

- Be sure Enabled is checked under Projection Mapping, and that Projection is selected in the corresponding drop-down box.

- Hit Options under Projection Mapping, I unchecked Use Cage for this example, hit Setup from here to open the Default Scanline Renderer options.  Be sure Filter Maps is not checked.

-  Back in the Render To Texture dialog, click Add under Output, and select DiffuseMap.

- Select the appropriate texture size (256x256, 1024x1024, etc), and click Render and you should have something like this:

 

 

- Note, you don’t have to use a gradient ramp, you can create your own textures and use that instead.

- If you have any questions or feedback or a better way to do all this, please let me know.   I’m always looking for better techniques and love to get different perspectives.

 

In the future: An explanation on how the shader works.