Applying materials to splines

Forum Archive Applying materials to splines

Viewing 11 posts - 16 through 26 (of 26 total)
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  • #87039
    Martin Bergwerf
    Participant

      One Material! One Store Attribute. One Set Material Node. That’s all you need.

      The Color disappeared, because you plugged the (B&W) Attribute in the Principled.

      I do not really understand what your problem is, sorry; the Annotations didn’t help (but it’s the middle of the night for me, so that might have something to do with it 😉)

      #87040
      Martin Bergwerf
      Participant

        Just looked at your latest file…

        That certainly works, but it seems clumsy to me.

        #87041
        Forlorn Void
        Participant

          It is clumsy, but it does what I want, multiple materials from selection on mesh splines converted from curves object. I don’t know how else to do it. If you have or someone else better idea I’m open to learn. If you convert it and in edit mode it correctly selects material and spline faces.

          Edit: I forgot to delete the attribute nodes from shader before that’s why it was B/W

          #87042
          Martin Bergwerf
          Participant

            Well, I must admit, that I still don;t understand what you actually want and why my method didn’t work, but at least you got yourself a working solution 👍🏻

            #87043
            Forlorn Void
            Participant

              I wanted to select either material and it’s assigned geometry separately after it’s converted to mesh.
              024-06-27 145912.png

              #87044
              Martin Bergwerf
              Participant

                Ah, I see! Thanks for clearing that up!

                When you use my method, you can, in Edit Mode (Vertex Select Mode), click on the IsRed Attribute to make it Active, and the go to Select > Select By Attribute.

                (CTRL+I to invert that Selection).

                #87045
                Forlorn Void
                Participant

                  Oh, so then I can manually assign the geo to materials.

                  #87046
                  Martin Bergwerf
                  Participant

                    You cannot manually change the Attribute, but you can make a new Material and assign the Selection to that new Material.

                    #87047
                    Forlorn Void
                    Participant

                      @spikeyxxx I’ve never done it like that. It says active attribute must have boolean type, after I converted it.

                      #87048
                      Martin Bergwerf
                      Participant

                        Click on the IsRed to make it Active (IsRed is already a Boolean):

                        Boole_01.png

                        I don’t say, that you can’t use your method, but I think it’s good to have more than one trick up your sleeve.

                        #87049
                        Forlorn Void
                        Participant

                          Oh there it is, thank you. I’ll have to see what is better once I export it. I think your approach is better because it’s easier to do more than two materials, and with separate geometry the tree will be hard to manage.

                        Viewing 11 posts - 16 through 26 (of 26 total)
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