🧵 material nodes: different shader for flat vs. curved faces
Anonymous at Thu, 24 Aug 2023 08:49:02 UTC No. 956113
I want the curved outside of the cylinder to be red, and the flat top and bottom faces to be blue.
How do I acheive this using only material nodes? No geometry nodes, please.
I think, what I'm basically looking for is using whatever magic is hidden behind the "Auto Smooth" checkbox, just in a slightly different way.
Anonymous at Thu, 24 Aug 2023 09:42:56 UTC No. 956118
You can have more than one material for one object.
Separate blue and red into separate materials. Assign the red material to the curved surface and blue material to the top and bottom faces.
You gotta be in edit mode to assign other materials on parts of the model
Anonymous at Thu, 24 Aug 2023 10:04:30 UTC No. 956119
>>956118
yea that's obvious, but I'm looking for a node based way to do it.
Like, I know the mechanic is basically there. The way I see it, Auto Smooth does the thing I'm looking for: Shading faces differently, depending on the normals of their outside vertices. I just gotta find the way to access that information, with shading notes.
Anonymous at Thu, 24 Aug 2023 10:54:39 UTC No. 956121
>>956113
Just use normals
Anyway, why the fuck you wanna do it in such a ugly way? Why not just use a texture?
Anonymous at Thu, 24 Aug 2023 10:58:13 UTC No. 956122
>>956121
> Just use normals
And how would I do that, exactly? As always: Using nodes?
> why the fuck you wanna do it in such a ugly way? Why not just use a texture?
Because I wanna go fully procedual. To me, the UV texture workflow is ugly
Anonymous at Thu, 24 Aug 2023 11:00:13 UTC No. 956123
>>956122
just separate Z channel from normal input and do basic math
Anonymous at Thu, 24 Aug 2023 12:02:56 UTC No. 956125
>>956123
can you elaborate please?
Also, would this work, no matter how the object is angled, and from which angle the camera is facing the object?
Anonymous at Thu, 24 Aug 2023 12:51:27 UTC No. 956128
>>956126
Then it’s a sign to stop it. Just texture it like a normal human being. It’s also recommended to stop using blender if you don’t like their UV editor. No one said it was the only free software for 3D.
Anonymous at Thu, 24 Aug 2023 13:01:49 UTC No. 956130
>>956128
weak
But I guess I should have said that I spent like more than a month on this problem by now. Asking 4chan was my last resort
Anonymous at Thu, 24 Aug 2023 15:33:34 UTC No. 956144
>>956130
If blender community can’t handle simple tasks and you can’t handle simple task. You should absolutely stop trying blender.
Anonymous at Thu, 24 Aug 2023 18:34:43 UTC No. 956154
paint a black and white mask in texture painting and plug that image into the factor of the mix node
Anonymous at Thu, 24 Aug 2023 20:40:35 UTC No. 956170
>>956126
Add an absolute node. And you'd want to utilize a dot product (measure how much aligned two vectors are)
I also don't see why you'd want to do it that way, but good way to learn I guess.
Anonymous at Thu, 24 Aug 2023 22:07:56 UTC No. 956175
>>956122
nigger, you can literally add 2 materials and separate by faces in edit mode
Anonymous at Fri, 25 Aug 2023 05:38:43 UTC No. 956191
>>956175
>>956172
>>956154
>>956148
Like I said: I wanted to do this fully procedual.
Why? To find out if it's possible.
Maybe I should have clarified this more from the beginning but editing UVs, painting masks, assigning shaders face by face manually is painfully inelegant to me, so yea kindly go fuck yourselves.
Anonymous at Fri, 25 Aug 2023 11:04:09 UTC No. 956203
>>956191
Thats about the skill level you'll find from people on this board. It's mostly full of morons.
>>956170
Correct approach to doing this.
>>956172
Nigger there's no such thing as a real artist. Doing it in shader is fine because something this trivial has no noticeable performance on the shader when it comes to render time.
You can bake the results of the dot product to vertex colours.
Anonymous at Fri, 25 Aug 2023 13:18:21 UTC No. 956207
>>956191
>>956203
It was never about the results or methods, you two hate UV editing because you guys are not artist. Now, you dummies are assuming it can replace art, you didn't replace art, you made it worst.
Anonymous at Sat, 26 Aug 2023 12:55:59 UTC No. 956279
>>956170
How do you know how to do this shit?
I google Dot product and try and understand dot product from the wikipedia description. Lots of obscure shit but looking at the formula I get an idea.
Product of vertex pairs summed together. Simple enough. Why though? What does this give you exactly and how does it relate to solving this problem?
Anonymous at Sat, 26 Aug 2023 13:13:49 UTC No. 956280
>>956279
http://www.paulbourke.net/geometry/
It may give you a warning because it's not https, but it's an historic website. It's what you need to know in one page.
For math stuff, avoid Wikipedia because articles are being edited by math trolls who put unnecessary complexity in them.
It's like on this board when random people tell you that you need to do things a certain way or you'll never be hired by Studio Ghibli.
Anonymous at Sat, 26 Aug 2023 13:26:13 UTC No. 956282
you could literally do this in 2 CLICKS in Substance Painter with curvature map
Anonymous at Sat, 26 Aug 2023 14:18:03 UTC No. 956288
>>956280
Or you should listen to people who are more experience and have a degree in their work instead of some random website that doesn't support https
Anonymous at Sat, 26 Aug 2023 14:44:28 UTC No. 956290
>>956288
And what is your line of work? If you call paulbourke.net a "random website" it's not computer graphics.
Anonymous at Sat, 26 Aug 2023 16:01:18 UTC No. 956298
>>956290
Website clearly states it’s a personal thing and should help people. It is not someone who is an expert on the field. Also not very complete on anything 3D because it doesn’t have video showing or explaining how to turn a sphere inside out.
https://m.youtube.com/watch?v=OI-To
Anonymous at Sat, 26 Aug 2023 16:22:54 UTC No. 956305
>>956298
>It is not someone who is an expert on the field.
I give up.
Anonymous at Sat, 26 Aug 2023 16:41:38 UTC No. 956307
But thanks for that video because it gave me an answer as to why a certain kind of people and jannies in general seem to be obsessed with curves continuity.
Anonymous at Sat, 26 Aug 2023 18:08:00 UTC No. 956323
>>956279
I just watched some video about math in game development.
It's not necessary to understand the inner workings to use it rather than an intuitive understanding of what it does.
That's why I mentioned that a dot product is like the similarity of vector orientations.
Anonymous at Sat, 26 Aug 2023 18:09:37 UTC No. 956325
>>956305
Dude, there are too many scammers in blender to even consider them experts. An expert is someone who tells you to UV to get the best results not some random software experiment mathematical algorithm.
Anonymous at Sat, 26 Aug 2023 18:15:25 UTC No. 956326
>>956325
>An expert is someone who tells you to UV to get the best results not some random software experiment mathematical algorithm.
this post wont age well
Anonymous at Sat, 26 Aug 2023 18:24:12 UTC No. 956327
>>956191
go ahead and waste your time doing things elegantly, which is entirely your own opinion anyways, while everyone else progresses in the craft
Anonymous at Sat, 26 Aug 2023 18:42:30 UTC No. 956328
One day somebody is going to have to explain to me why this >>956327 kind of trolling and demoralization is tolerated on this board.
Anonymous at Sat, 26 Aug 2023 18:57:10 UTC No. 956330
I've observed it many times. It's always somebody who comes here and states that he's an "industry expert" and tells you that you have to do everything manually or you're not a real artist and you'll never "improve" or "progress" and you'll never be hired at Studio Ghibli.
I've seen the same base line go by a hundred times and the jannies let it pass every single time, to the point that I suspect they're fully complicit or that it may even be them who's trolling the very few remaining people on this board who post original work.
It's just shameful. Fuck jannies.
Anonymous at Sat, 26 Aug 2023 20:54:59 UTC No. 956339
>>956280
Thank you. And thank Paul Bourke for this easy to understand guide to the dot product.
Anonymous at Sat, 26 Aug 2023 21:00:41 UTC No. 956340
>>956328
Trolls infest every part of this website /3/ is no different. I guess most oldfags have kind of learnt it's best just to ignore them. But you're right their inappriatness should be acknowledged lest they give the impression of authority to newfags.
Anonymous at Sun, 27 Aug 2023 14:54:19 UTC No. 956424
>>956328
trash
Anonymous at Mon, 28 Aug 2023 02:23:25 UTC No. 956463
>>956130
Use the absolute value on the normal's z channel so the bottom face will be red too. Look up triplanar mapping. It's basically what you are trying to do.