Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
Blender is perfect for this. Plug your two textures into it, and then you need to decide what to use to control the blend.
Basically, you want a shape to appear that consists of black or white. The black region will choose Value_1's texture. The white region will choose Value_2's texture.
The shape can be procedural (using nodes) or it can be drawn (using an Image_Map node to hold the drawing.)
This is an example of what I call a "dual" material - a single shader that really has two shaders within it. Your case is pretty simple - same shader logic, just using one of two different color maps in each region.
More can be done - you can make each region appear to be different in every characteristic - not just color (from your texture blend) but also specularity, reflection, bump amount - everything can be different in the two regions.
Here's a thread where I showed this technique to create a dual material that did metallic car paint and plastic decal in the same shader.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
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Hi!
Is there any way of combining two textures by displaying a portion (stripe) of a texture over another?I know there was a way by using a black an white map on wich was the stripe in a node (I don't remember wich) in order to define the size and shape of the texture you want to display over.Something like a mask.
Thank you in advance!
Best regards!
PS : is the blender node a good option, or is there any other way around?