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I'm trying to get the result like the globe which illuminates more than 2 colours. I have 2 examples, one with ColorRamp and one with 2 emission shaders, but the colour variations are not visible only one appears on the plane mesh. I cant figure out the Node configuration to get the result.

enter image description here

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  • $\begingroup$ Please note there are 2-D simple spherical gradient textures which can be used to apply color. Also note that distance from a give point can be computed. c squared = a squared + b squared. This math can be used to compute a gradient. $\endgroup$ Dec 31, 2020 at 6:03
  • $\begingroup$ OK thanks for your reply, but I'd like to see the possibility of mixing 2 emission shaders using nodes if its possible. $\endgroup$ Dec 31, 2020 at 6:10
  • $\begingroup$ Two emission shaders are not necessary since it is the color of the emission that may be more important to you. You should do it your way of course. $\endgroup$ Dec 31, 2020 at 6:11
  • $\begingroup$ Please note there are 2-D simple spherical gradient textures which can be used to apply color. Also note that distance from a given point can be computed. c squared = a squared + b squared. This math can be used to compute a gradient. Also the geometric [normal] can be used to compute angle from a target normal. Perhaps you can change your nodes to use that information or state that you want do not want to change your nodes. Can you place a spherical light source inside a spherical mesh? You can also texture paint on the sphere. I do not know which of these are acceptable to you. $\endgroup$ Dec 31, 2020 at 6:12
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    $\begingroup$ One the 1st version I think you also need a gradient texture before the color ramp - possibly a mapping node as well. On the 2nd version with two emission shaders combined with the mix - have you tried adding a Fresnel into the factor of the mix shader to control the center vs the edge color? $\endgroup$ Dec 31, 2020 at 7:03

2 Answers 2

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Maybe try something like this. Since you're already using a globe (sphere), you can get a good gradient by mixing the Emission colors using a Fresnel as a mix factor:

GlowGradient1

If you want a "glassy" globe, you can mix the result with a Glass Shader, using the same Fresnel as a mix factor for that too:

GlowGradient2

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  • $\begingroup$ Thats what I was after, cheers! $\endgroup$ Dec 31, 2020 at 10:08
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You need to generate some type of mask to feed into your color ramp. You can then use it to define the factor of a number of nodes. Here are a couple of examples:

enter image description here

enter image description here

enter image description here

You can, of course, experiment and find all kinds of combinations.

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