Blender Shader Question...
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I recently began working with shaders in Blender, so I'm not that well versed in how to use them. I was wondering how I might be able to make one part of the object one shader and the other part another shader. In the image below, I want to make the flat part a wood and the more ornate part golden. I know I can just paint it, but that would be too long.
Thank you in advance for any suggestions...
BlenderShaderQuestion.png
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You can drive a mix with the texture, simple as that.
If there is good seperation of the two zones polygonwise, you can asign different surfaces. Tab into edit, select the polygons you want to assign. Go into material properties, add a material slot, click new material, name it, then hit the asign buttom. Then select > inverse and do it again for the other materail slot. Tab out of edit, highlight the material slot that used to be on it if there was one and click remove material slot. Finito.
The problem is I'm using a multires modifier to sculpt the ornate parts on. So, I can't create a new material zone.
And I've looked into mix nodes with (I believe is called a) denoise nose, but the denoise node isn't precise enough for the ornate parts of the mesh.
Thank you for the suggestions, though!
Applying the multires modifier and setting the mat zone isn't an option?
Below is the actual mesh I'm working on. The ornate parts are done with an alpha sculpting brush on a multires modifier (4 times). Highlighting all of those face would take forever (and I have to do twelve individual chest pieces). I was hoping to use some special node trick to make the basic parts leather and the ornate parts gold/silver/metalish; bake it into a diffuse map/normal map/etc, and keep it a low poly mesh to use in DAZ.
Hmm, this might help ... link to github and bm is shown below the vid:
Another one which I'm using frequently when editing my characters in Blender:
ring select, then double click an inner part to select everything to the boundaries.
HTH!
PS: I would keep the low poly as a copy, then do the multires stuff, apply the modifier, bake a displacement and use it for the low poly mode. Texturing maybe via substance/quixel or via pbr painter directly inside blender... Jaynam has a very simple way to bake the displacement map...
(or you can use his free jbake tools and do it by some clicks^^)
https://github.com/jayanam/jbake-tools
Perfect Select and Power Select look like great tools to look into! Thank you for suggesting them!
For me, it's always been better to model the ornamentation separately, and then do this.
You could try baking a displacement map using the 'bake from multires' option. This would give you a black and white height map that you could edit in a photo editor. Anything black should be the low poly base and anything gray to white would be the high def details. Change the gray/white to pure white using an automatic selection tool, levels adjust, or threshold (affinity photo). Now you have a mask to mix two materials on the same mesh. I didn't try it, just tossing out an idea.
Your random idea just saved me so much time! It worked out perfectly!
Thank you so so much!