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Using this simple node setup, i'm able to get a pretty good gradient for this kind of mesh : enter image description here

enter image description here

Could it be possible to get the same kind of gradient with a sphere like this one ? enter image description here

I mean, the further the face get from the center of the sphere, the whiter it will get, and vice-versa. Hope someone here can help me !

PS : I'm french, so my english may not be perfect ^^

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Not sure whether it's the best approach but here's how I would wing it:

gradient node setup

Giving that result:

gradient result

The gradient texture has its origin at the object origin and creates a virtual sphere that gets brighter and brighter which creates darker valleys and brighter mountains. Once upon a time it was called a blend texture.

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  • $\begingroup$ Why the Diffuse/Emission mix? Could you not just feed the Color from the ramp straight into the Emission color? $\endgroup$ – Rich Sedman Feb 19 '18 at 15:37
  • $\begingroup$ @RichSedman Because I'm 85% dysnodic and I get cheap admission to museums with that disability. Although I'd like to make the lame excuse that mixing different shaders can be more flexible than the gradient which translates to: you're probably right. Just tested it. Move to strike 'probably' $\endgroup$ – Haunt_House Feb 19 '18 at 15:42
  • $\begingroup$ CONVOLUDIRATION RULZ!!! $\endgroup$ – Haunt_House Feb 19 '18 at 15:47
  • $\begingroup$ Either way, it works :-) I believe an emission with no color or zero strength is effectively a black diffuse. $\endgroup$ – Rich Sedman Feb 19 '18 at 15:47
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You could try this: enter image description here

This node setup won't take the distance of a point from the origin, but rather the curvature (pointiness) of the surface at a given point, however it might be good enough for your purposes.

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