Object Ramp
The Object Ramp node generates a gradient across geometry from inputs like position, index, or object size. It’s a core tool for controlling how effects influence geometry, producing normalized 0–1 values.
Settings
Geometry Tabs
- X/Y/Z – creates a gradient along one of the axes.
Ignore Object Rotation – Keeps the gradient locked to the world — rotating the object won’t tilt the gradient with it.
Additional Axes – lets you blend in extra axes alongside the main one, so the gradient can travel diagonally instead of being limited to a single direction.
Rotate (tab) – spins the gradient freely, so you can aim it in any direction you want — not just along the standard axes.
- Index Island – gradient across mesh islands by their index.
- Index Interval –a repeating gradient that cycles through a set range of indices. Great for wave-like effects.
Interval — how many indices fit in one gradient cycle (1 = per index, 4 = every 4 indices).
Offset — shifts the cycle along the indices. - Mesh Center–radial gradient spreading outward from the mesh center.
Offset — shifts the point used as the center reference. - Shortest Paths – gradient along the shortest path across the mesh surface, from a index or selection.
Index/Selection – the starting point the gradient is built from. Works the same way as the Spread Field. - Face Area – Offset Position gradient
Accumulate By Island – Calculates the total area of each mesh island - Edge Angle – The Edge Angle node calculates the angle in radians between two faces that meet at an edge.
Unsigned/Signed Angle – the same modes as the built-in Edge Angle node, remapped to a 0–1 range for use as a weight. - Center – Center of rotation
Intsance Tabs
- By Center – creates a point in the center of all instances, it can be controlled via the center factor.
- Index – Gradient by index
- X/Y/Z – creates a gradient along one of the axes
- Scale – the gradient is based on the scale of the instance.
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Index Interval – a repeating gradient that cycles through a set range of indices. Great for wave-like effects.
Interval — how many indices fit in one gradient cycle (1 = per index, 4 = every 4 indices).
Offset — shifts the cycle along the indices.
Points Tabs
- X/Y/Z – creates a gradient along one of the axes
- Radius – the gradient is based on the raius of the points.
- Index Interval – a repeating gradient that cycles through a set range of indices. Great for wave-like effects.
Interval – how many indices fit in one gradient cycle (1 = per index, 4 = every 4 indices).
Offset – shifts the cycle along the indices. - Center – creates a point in the center of all points , it can be controlled via the center factor.
- Index – Gradient by index
Other Tabs
- Position – global world-space position. Useful when you need a single gradient that works across different domains — for example, when your scene mixes points and instances.
X/Y/Z – creates a gradient along one of the axes.
Ignore Object Rotation – Keeps the gradient locked to the world — rotating the object won’t tilt the gradient with it.
Center – Center of position
Rotate(tab) – Spins the gradient freely, so you can aim it in any direction you want — not just along the standard axes. - Spline Index – Gradient by index
- Splin Factor – loopedgradient along the spline. Cycles 0→1 repeatedly, so Offset keeps shifting without hitting a limit.
Random – start gradient
Offset – Offset
The Colorramp or Float Curve is used to add softness or contrast to the values. You can also set different behaviors such as bounces
Map Range — remaps the output range. For example, you can make the gradient run from 0.5 to 1 instead of the default 0 to 1.

