To replace your texture, do this:
Place the function “VectorToRadialValue”
For the first input labelled “Vector or UVs (V2)” input a TextureCoordinate node that has 0.5 subtracted and multiplied by 2 (or you could use the constantbiasscale node with bias -0.5 scale 2). Then use the output “Vector Conveted to Angle”. Then the add, floor thing works exactly the same.
If you want to flip the gradient on any axis, change the constant 2.0 to a V2, as in -2,2 or 2,-2.
That will give you a perfect gradient. In your image in the last post, the 10% actually wasn’t too far off. 25% is a full 90 degrees. Looks like it was reading the 0.1 as around 15% or so.
You could even replace the outer circle texture very easily using a variety of techniques. You could use spheremask twice, once inverted (1-x) to control the sharpness or use the floor node if you wanted it perfectly sharp.
Thank you. That worked wonderfully.
Is it also possible to use this same node to place another texture sample to a certain angle? For example, adding a “cap” at the end of the bar depending on the percentage you indicate.