Black_Star opened this issue on Mar 28, 2008 · 4 posts
bagginsbill posted Fri, 28 March 2008 at 9:20 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.
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