Gradient Pattern is a versatile procedural generator that goes far beyond standard linear or spherical gradients. It offers 19 analytic shapes ranging from basic ramps (Linear, Quadratic, Easing) to complex radial structures (Spiral, Conical, Rings, Star). Unlike texture-based gradients, these are computed mathematically per-pixel, offering infinite resolution, precise repetition controls, and full 3D transform support (Translation, Rotation, Scaling) without requiring UV maps.
Usage & Behavior
This node is designed to be the foundational block for masking, blending, and UI elements. The Repeat parameter is particularly powerful: it tiles the gradient in 3D space, automatically centering and normalizing the pattern within each cell. This allows you to turn a single "Spherical" gradient into a grid of polka dots, or a "Linear" gradient into blinds/stripes, all within a single node.
Key Features
- 19 Gradient Types: Extensive library including Shapes (Star, Hex), Ramps (Easing, Quadratic), and Radials.
- Built-in Tiling: Native
Repeatparameter handles tiling and centering automatically. - 3D Transforms: Position, Rotation, and Scale controls work in Object/World space.
Deep Dive: Preserving Gradient Energy
In standard procedural shading, simply repeating a pattern often breaks its contrast because the coordinate domain shrinks.
Rombo Gradient uses specific Energy Conservation logic to prevent this.
Gradient formulas rely on input coordinates reaching a value of 1.0 to produce pure white. When you split space into 50 repetitions, the local coordinates inside a tile shrink to tiny values (e.g., 0.02), resulting in weak, dark gray gradients.
We automatically multiply the local coordinates by the Repeat factor. This stretches the internal domain back to the standard -1 to +1 range inside every individual tile, ensuring that Contrast is Conserved at any scale.
Parameters
- LINEAR / QUADRATIC / EASING: Standard ramps with varying interpolation curves.
- DIAGONAL / BILINEAR: Multi-axis ramps.
- RADIAL / CONICAL: Angular gradients sweeping around a center point.
- SPHERICAL / QUADRATIC SPHERE: Distance-based falloff from a center point.
- SPIRAL / SPIRAL RAMP: Continuous winding patterns.
- RINGS: Concentric sine-wave ripples.
- PARABOLIC / MANHATTAN: Shaped falloffs (Dome vs Pyramid).
- SHAPES: Diamond, Hex, Star, Smooth Box (Geometric distance fields).
- STEPS: Quantized radial bands.
- YZ / XZ / XY: Selects the projection plane. Useful when working in World Space.
- 1: Single instance.
- > 1: Creates a grid of repeating gradients, automatically re-centered and normalized.
Quick Recipes
Common utility patterns.
Polka Dots
- Type SPHERICAL
- Repeat 10
- Color Ramp Hard Step
Radar Sweep
- Type CONICAL
- Rotation (Animate)
- Scale 1.0
Soft Box Light
- Type SMOOTHBOX
- Scale 0.8
- Repeat 1
fmod(coord + large_const, cell_size) - cell_size*0.5 to ensure the gradient origin (0,0,0) is always perfectly centered in the middle of every tile, regardless of whether the repetition count is even or odd.
