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Gradient is a texture map that can easily create and edit gradients useful in many different situations.






Preset – Applies a gradient preset. When the gradient is manually changed, the Custom preset is automatically selected. 

Red/ Green/ Blue 

Type – Controls the direction and shape of the gradient ramp. Changing the Type does not affect the color and position of the control points. 

– A gradient changing along the V direction. 
– A gradient changing along the U direction. 
Diagonal – A gradient with a diagonal transition.
– A gradient with a radial transition.
– A gradient with a circular transition.
Box – A gradient with a box radial transition.
UV – A gradient changing along both U and V directions. 
Four Corner – A gradient that transitions linearly between colors assigned to each corner. 
Tartan – Creates a gradient with a plaid pattern.

Interpolation – Changes the color interpolation method. Changing the option changes the color transition curve between the control points. 

None – Disables the transition. 
– Values are linearly interpolated in RGB color space.
Exponential Up 
– Values are exponentially interpolated from left to right, each color dominating the area between it and the next one.
Exponential Down – Values are exponentially interpolated from right to left, each color dominating the area between it and the previous one.
Smooth – Values are interpolated along a bell curve, each color dominating the region around it before blending to the next color
Bump – Values are interpolated along a sin curve, based on luminosity values.
Spike – Each color dominates only its immediate area, falling off shortly after.

Left-click on the Gradient bar to add additional color points. Right-click on any color point to remove it.

Color – The color of the currently selected control point.

Position – The float position of the currently selected control point. 






Amount – Controls the strength of the noise texture distortion. 

Frequency – Controls the noise frequency. Smaller values make the noise pattern appear bigger and vice versa. 



Texture Placement


Type – Controls how the texture will be positioned on the geometry. 

2D (UV Channel) – The texture will use the object UV coordinates. 
– This mode is applicable if the map is connected to an Environment slot or a Dome light. 


2D (UV Channel)

UV Channel/Set – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel. 

Repeat U/V – Determines how many times the texture will be repeated in the 0 to 1 UV square.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color will be used outside the 0 to 1 UV square. 

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option will cut the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

Double-sided – Enables both sides of the object to be affected by the UVW data. 



Mapping – Specifies the type and shape of the texture. 

Mirror Ball

Rotate H – Specifies the amount to adjust the texture's horizontal rotation. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.  

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Raduis – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.