Using Mograph 2 for building 3D Graphs
Messed with moGraph today to put together a quick 3d graph. The height of each main bar’s vertical scale is defined by a spline graph mapped along the length of the cloner. As well as using the spline to map a percentage of the gross to define a margin which is displayed via a translation offset of a smaller cube in the same fashion. Two different types of color mapping is use. First on the scaled bars a gradient 2D-U shader with stepped values is mapped via flat projection. While the margin bars are mapped via flat projection as a 2D-V smooth gradient to define the range the margin falls in according to the average goal. Then a shader effector is assigned to the cloner, and the shader tag is dropped on it. The shader effector samples the color channel resulting in solid color for the entire clone object, which is sampled from the interpolated gradient.
