The problem is that the edges of the cube appear black.
The whole experiment is pointless if the faces of the cube are not painted perfectly.
How can I fix this problem?
Thank you so much!!
EDITED
I tried to add the inverse, because it seems that the black color is due to the color being multiplied by values close to zero when approaching the origin of the coordinate axis.
So you multiply your color by gradient that goes from 0 to 1, ofc, one edge will be black and opposite full color.
All faces are in same 1UV space? Then you cannot separately paint them by using uvs (they all are same foe each face).
Instead you can get face normal , calculate dot product to (1,0,0) and if its > 0.95. Face points in same direction. Dot Product is cosine, so to be accurate you can use some trigonometry to find smallest value for that cosine. But i think 0.95 should work.
Do it for all 6 faces, you will have way to find which face it is. Then use IF node. So If Dot product >0.95 = color for that face.
Nope… I have 6 different UV maps (one for each face).
I want to check that it is more efficient (that it makes fewer draw calls).
Six different materials (one for each face) or six UV maps and a single material).
Apparently power at 0.1 seems to work with solid colors..
There is not difference between using six materials or a single material and six UV maps.
The drawing calls are exactly the same. Performance doesn’t improve or slow down at all.