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Daz 3D Forums > 3rd Party Software > Blender Discussion

Blender Shader Question...

Write IdeaWrite Idea Posts: 437
April 2022 in Blender Discussion

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
1151 x 751 - 151K

Comments

  • PadonePadone Posts: 4,014
    April 2022 edited April 2022

    You can drive a mix with the texture, simple as that.

     

    mix.jpg
    766 x 177 - 26K
    Post edited by Padone on April 2022
  • RL_MediaRL_Media Posts: 339
    April 2022

    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.

  • Write IdeaWrite Idea Posts: 437
    April 2022 edited April 2022

    Padone said:

    You can drive a mix with the texture, simple as that.

    RL_Media said:

    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!

    Post edited by Write Idea on April 2022
  • SDevSDev Posts: 158
    April 2022

    Write Idea said:

    Padone said:

    You can drive a mix with the texture, simple as that.

    RL_Media said:

    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?

  • Write IdeaWrite Idea Posts: 437
    April 2022

    SDev said:

    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.

    MeshLP.png
    1000 x 800 - 447K
    MeshHP.png
    1000 x 800 - 593K
  • SDevSDev Posts: 158
    April 2022 edited April 2022

    Write Idea said:

    SDev said:

    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

     

    Post edited by SDev on April 2022
  • Write IdeaWrite Idea Posts: 437
    April 2022

    Perfect Select and Power Select look like great tools to look into!  Thank you for suggesting them!

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,228
    April 2022

    Write Idea said:

    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...

    For me, it's always been better to model the ornamentation separately, and then do this.

  • Krys KryngleKrys Kryngle Posts: 313
    April 2022

    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. 

  • Write IdeaWrite Idea Posts: 437
    April 2022

    Krys Kryngle said:

    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!

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