How to offset a product of two polygon nodes?

Hello! Is it possible to take the product of an operation on two polygon nodes and use tiling/offset on it?

I would like to offset position of the result node on the right.

Thanks for any info!

Something like that?

Thanks a lot for a quick reply. I forgot to mention that I can’t use the “left side” UV of the polygon nodes to do that, or I should say that it’s too complicated. I deliberately simplified the original example, so let me now expand on that.

I am trying to create a smart material for Rank progression widget. I have used polygon nodes to create empty and full circles. I have it working with exposed floats for maximum and “unlocked” ranks. The shader also calculates the size and offset based on number of ranks (otherwise they would scale down and offset towards “bottom” with increasing numbers) and the Tiling/Offset nodes / calculations are rather complicated to include other operations.

I was thinking if I could take the final product and treat it as a “texture or object” so that I could scale, offset or rotate it because I wanted to include more visual information within the shader. For example if the circle ranks could be positioned at an angled side of another hexagon shape (see attachment).

Thanks!


6643753--758551--rankWidget.PNG

Nice widget.

I see what you try to achieve.
Can you simply add another UV offset before your combined meshes?

For example here

Thanks so much for guidance. I have realized there’s no way around it and tried to do what you proposed. I’m new to shader graph so it took me a while to wrap my head around the fact that these are just numerical calculations but once I figured it out it all made much better sense.

Thanks a lot again!

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