Materials on Polygon selections
chadmccomas
Posts: 4
When I go to the modeling room; is there a way to select part of a model's polygons and apply a specific material to those rather than the entire model?
Thanks!
Comments
yes. With the polys selected look down at the bottom of the MODEL TAB, click the button under SHADING DOMAIN and create a new shading domain.
It's funny,I never use that tab for doing that ,I've always used the Global tab for some reason? But it has always confused me a bit when I do it .... Your way looks easier Holly, ta for the tip, that is now my new way! ( but you do not seem to be able to delete from that tab but you can in the global tab..........perhaps I am missing something....
I've never looked under the GLOBAL TAB.... LOL! :red:
I've always used the global tab myself. Whatever works!
So what is a shading domain?
It's specific polygons that have been selected and given a name. It's a very good way to control what is being shaded or textured. It can also be exported (OBJ for instance) with shading domains intact.
So say I model a car wheel and create a shading domain for each explicit part. The shading domains would be like a hierarchy of parts? For instance; Rim, Tire, lug nuts, valve, etc?
Yes, although that could ALSO be done with separate models which have been grouped, especially if you want moving parts....
A shading domain defines different polygons of a single model. For instance, if you have used the DAZ figures their heads have a different shading domain from the bodies, limbs, etc. This allows larger "overlapping" UV maps.
For your car example, you might have each wheel as a separate mesh, with the tire, hubcap, valve, even the sidewalls each as a separate shader domain. Making it easier to apply chrome to the hubcap, rubber to the tire, etc....
Once a model has multiple shader domains, you will see a list of the domains in the shader room (or in the Assembly room under the SHADING tab.... Each represented with their own shader ball. There will also be a big multi-shader ball that saves all the shaders together.
If you drop a mesh into the model room, then add some shader domains as described above, then go to the shader room to check, it will probably make more sense.... Sorry I am at work and can't open Carrara to screen grab...