Overview
Gradient 3D is the 3D equivalent of the 2D Background node: it outputs a gradient-based procedural material. Set the colors with a gradient bar (like in Photoshop), pick the pattern type, and you get a material you can apply directly to 3D geometry.
Resolution-independent, animatable (color stops can be keyframed), easy to use.
Where to find this node
- Effects Library:
Tools > 3D > Texture > Gradient 3D - Quick add: right-click in the Node Editor →
Add Tool > 3D > Texture > Gradient 3D
Inputs
Gradient 3D has no input. Its output connects directly to the MaterialInput of a 3D geometry, or to a texture input of another material (Blinn Diffuse, for example).
Setup
Gradient 3D ──→ Shape 3D (MaterialInput) ──→ Merge 3D
Or used as the diffuse of a Blinn for a toon look:
Gradient 3D ──→ Blinn (Diffuse Texture) ──→ Shape 3D
The 5 gradient types
- Linear
- Simple linear gradient from one side to the other. Adjustable orientation. The most common.
- Reflect
- Gradient mirrored in the middle. The pattern mirrors around the center, creating a symmetrical effect. Perfect for decorative patterns.
- Square
- Square pattern. A rectangular concentric gradient. Useful for borders or frames.
- Cross
- Dual-axis approach, similar to Reflect but as a cross. Gives an X-shaped pattern.
- Radial
- Circular gradient, from the center to the edges. Perfect for halos, vignettes, spotlights.
Controls tab
- Gradient Bar
- Editable color stops with animation support. Click the bar to add a stop, drag to move it, double-click to edit its color. Animatable → keyframe each stop individually.
- Type
- Selects the gradient pattern (see the dedicated section).
- Scale
- Scale of the gradient.
- Offset
- Shifts the gradient. Useful to animate a gradient that "scrolls" (traveling effect).
- Repeat Mode
- Behavior at the edges of the gradient:
- Once - the gradient does not repeat; beyond its range, a solid color.
- Repeat - the gradient repeats identically.
- Ping Pong - the gradient flips direction on each repetition (wave effect).
- Interpolation Space
- Color space for interpolating between stops (RGB, HSV…). Changes how the same gradient looks. HSV gives more "colorful" transitions (it goes around the whole color wheel).
- Sub Pixel
- Sub-pixel precision of the gradient render. Useful to avoid banding on very soft gradients.
Limitation: no direct 3D transform
"It is not possible to transform the gradient directly in 3D space" (official documentation).
Gradient 3D is applied to the UVs of the geometry, not in 3D World Space. To position it precisely in space, you need a Texture Transform or a UV Map 3D upstream.
Gradient 3D ──→ Texture Transform (positions in 3D) ──→ Shape 3D
Use cases
- 3-tone toon shader - Linear Gradient 3D with 3 color stops (shadow, mid, light), connected to a Blinn Diffuse. HSV Interpolation Space for colorful transitions.
- Sky gradient - vertical Linear Gradient with dark blue stops at the top → blue-orange at the horizon → yellow at the ground. Applied to a large skybox sphere.
- 3D halo / vignette - Radial type with transparent → opaque black stops. Applied to a plane in front of the camera = vignette effect.
- Procedural mask for blending - Gradient 3D as the Foreground source of a
Material Merge 3Dto create a gradual transition between two materials (e.g. rust creeping up a metal). - Stylized texture for motion graphics - a gradient with lots of color stops, Radial or Cross type, gives colorful abstract textures instantly.
- Animated pattern - animate Offset or Scale to create a gradient that pulses or scrolls. A stylized psychedelic effect.
Tips
- No input = no external source - Gradient 3D is a pure generator, like the 2D Background.
- HSV interpolation for toon - transitions go through all the intermediate hues, a richer look than linear RGB.
- Animate color stops individually - each stop can be keyframed. Allows very fine color change animations.
- Texture Transform for 3D control - essential if you want to position the gradient other than through the object's UVs.
- Ping Pong for smooth looping - if you animate Offset continuously, Ping Pong avoids the hard jump on each repetition.
- For a complete skybox with a day/night transition, animate the color stops between two states (blue/orange → black/white = a shift to dusk).
