See, in the scene, the top of the flag ends and becomes transparent at a different point then the bottom. I want the end to be straight, not slanted like I have now.

The scene I was working on (I apologize for the theme)

  • 1
    $\begingroup$ Could you spend a few words about your Texture coordinate node? What's the target object? What are it's rotation values? $\endgroup$ – Carlo Apr 7 '17 at 20:22
  • $\begingroup$ Also why are you multiplying your object coordinates by one? If you want a perfectly horizontal gradient you should be using exclusively the X component of the coordinates. $\endgroup$ – Duarte Farrajota Ramos Apr 8 '17 at 0:26

Connecting different socket types is generally a bad idea. In this case you have the Object coordinates (a Vector - as indicated by the blue socket) connected to the scalar Value input of a Multiply Math node. This will automatically convert from the vector into a scalar (ie, a plain number) by averaging each of the X,Y,Z values of the vector together - not what you want. Instead, replace the Multiply node with a Separate XYZ node and then use whichever of the X, Y, Z outputs matches your requirements (probably X as indicated in the comments).


Looks as if it might be doing something weird with the color ramp. It's going diagonal instead of left to right.

Edit: You need a gradient texture right after the mapping node to convert to color.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.