I often find myself wanting to map gradients based on volumes. This can be very useful when creating glowing blackbody materials that are glowing from within rather on the surface.
When it comes to spherical projections Vray's Distance Texture can produce a similar effect fairly easy, and I am aware that you can produce a spherical effect mapping a standard Falloff map to a Gradient Ramp. However there are a number of limitations, such as the distance parameter cannot be linked or scripted to the radius of a gizmo, at least not by all the methods I have been trying, and each falloff is limited to one gizmo which requires a new Falloff for each gizmo and then composed together with a Composite map.
Also, Arnold does not even support the standard Falloff or the Gradient Ramp, and with the focus on photo realism it make sense to have a feature like this supported.
The ideal solution would be a revamped Gradient Ramp with the addition of being able to map the gradient to multiple volumetric Gizmos like this, with Arnold support of course. Or perhaps a native shader that mimics Vray's distance shader but also supports meshes is the best solution since it allows for arbitrary type of shapes, not just Sphere, Box and Cylinder. Nevertheless, adding this functionality to either the Falloff map or Gradient Ramp would be really useful. Still be able to use gizmos might be useful though if you don't wish to add extra geometry to the scene.
Particle support would also be handy.
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