Similar to the normal component, this creates a gradient using displacement and normal directions.

  • Angle: The angle of normals to include in the mask, where 0 is right when looking top down.
  • Tilt: The tilt in the vertical direction of normals to include. A 0-degree tilt is directly horizontal, resulting in a plain gradient.

Demonstration of the position gradient by varying angle and tilt values.
  • Above / Below: The orientation from which Angle and Tilt are calculated.
  • Normal Data: You can also choose between different options for your Normal data:
    • Mesh & Underlying Mix
    • Mesh & Base Displacement
    • Mesh Only
  • Range: Control the range of the gradient’s greyscale values.
  • Alignment: There are three ways to align the Box projection and Position Gradient, which assists with Multiple Texture Sets.
  • 1. Align to texture set individually:
    • Box projection has one pivot per texture set, and scales / rotates from that.
    • Position gradient creates one gradient per texture set.

  • 2. Align to texture sets combined:
    • Box projection has one pivot shared by the targeted texture sets and scale / rotate from that. (In this example, the head and torso are targeted).
    • Position gradient creates one gradient across the targeted sets.
    • Adding or removing target sets moves this pivot and re-projects all targets.

  • 3. Align to model:
    • Box projection has one pivot for the entire model
    • Position gradient is calculated from one end of the model to the other.
    • Adding or removing texture set targets does not affect the projection on other targets.

  • Invert: Inverts the map.

For further details, view the following video tutorial.