Creating quad sphere

@Dominux, I made a very simple start to a node material for you to learn how to get started. This is what the material looks like on the polysphere:

And it is completely configurable with parameters exposed on the material:

The one important part of the setup is UVing the sphere, which you can see has each face in it’s own normalized range of UV space:

This part is important because it is how we are separating the colors for each of the “sides” by changing the color based on the U coordinate of a particular pixel. We do this with a series of conditional nodes changing the color at each full unit in the U coordinates:

The squares are created simply by setting an integer for the number of squares you want on a “side” and then using a cos block to create a black to white ramp which we then use a smooth step on to create the thickness of the gap in between the squares:

Like I said, this is just the start of the shader. The whole thing is unlit right now, so you will need to bring in lighting nodes for either blinn/phong or PBR lighting. You will also want to create normal detail out of the gaps between the squares as well as add some surface detail to the squares. But this should get you started along that path. Let me know if you have any questions.

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