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PolyExplode |
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PolyExplode requires a gradient texture, and a specialized pixel shader. Here is an method to build a gradient texture for a sphere: |
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Step 1 : Create a
Material |
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- 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. |
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- 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. |
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Step 2 : Create a sphere and apply your texture. I named it Sphere_Gradient in this example |
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Step 3 : Duplicate the sphere. |
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- 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. |
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Step 4 : Render To
Texture |
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- 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. |
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In the future: An
explanation on how the shader works. |