Want to learn texturing, but too lazy to start? I’ll back you up. In this tutorial you’ll learn the top 14 ways to mix textures and shaders in Blender.
All of this under 20 minutes, so it’s like a Happy Meal (but doesn’t make you fat).
Creating realistic materials is all about blending and mixing. That’s because every real surface consists of dozens of layers. So after you finish this Blender tutorial you’ll get a massive level up in realism.
Robot model: Deux by Jerry Perkins (MasterXeon). Originally it was made for the HardOps addon for Blender – I really recommend you take a look at this hard surface modeling tool.
Highlights of the Tutorial: 14 Ways to Mix Textures
1. By Poligons
Select some poligons and assign a different materials to them. Easy peasy.
An unfortunate truth is that you will have to tweak two materials instead of one.
2. By Object ID
Each object in Blender can have a different ID. You can change it in the Object properties panel.
After doing it, you can use the Object Info node in the material editor to mix between different materials, based on this ID. For example, if the ID is less than 2, blend this material in.
3. By Random
You can assign a random shade of grey to each object, using the Random output of the Object Info node.
4. Paint the Mask in 3D
Probably this is the common place of texturing in 3D. Paint the mask by hand.
Unwrap the object using the Smart UV Project. Then go to the Texture Paint mode, add a diffuse texture into a paint slot. Have fun with painting.
5. Project the Mask
Then paint whatever you want on a separate layer. Hit Save, go to Blender and hit Apply.
6. Use the 2nd UV Map
One of the easiest ways to add a decal is to use the second UV map. Select the second UV channel, then select some polygons and unwrap them using the Project from View method.
In the material editor, don’t forget to apply this second UV map to your decal texture.
7. Procedural Textures
One huge advantage of the procedural textures is that they have an infinite resolution. Say, you can zoom in and still see a crispy clear outline.
8. Tiled Textures & Box Mapping
If you hate creating UV maps for your models, you’ll love this way of mixing textures. You just need to apply the Generated coordinates with the Box mapping, to project the seamless mask texture from 6 directions (the sides of the box).
You can mix shaders and materials, based on the surface normals. Great for the direction-based effects: dust, snow and so on.
For me it was a pretty counter intuitive way to draw the height gradient for the model. Clearly, I suck at math.
You can separate the Z component of the Generated coordinate. Then use it as a height mix factor.
Thank you folks at Blender Stack Exchange.
You can calculate the slope by separating the Z value from the Normal vector.
What else? Run it through the ColorRamp to fine tune it.
12. Vertex Color
Yet another way to mix textures is to use Vertex Color. This way is a bit sucky because this works well only on the high-poly models.
If you wanna try it, press V to enter the Vertex Paint mode, then paint the mask.
Pointiness can be used to mix between textures based on the object curvature. This is the easiest way to create an edge mask.
Though, it depends on the polygon density too.
14. Distance (Dynamic Paint)
Finding the distance between two objects and passing it to a shader is possible. Cumbersome, but possible.
You need to enable the Dynamic Paint first. Then assign a canvas object and a brush object. The black and white Wet Map will be your distance gradient.
If you enjoyed this cute shrimpy tutorial, would you mind sharing it? Imagine it. We can unleash the avalanche of shares and make CreativeShrimp super popular.
At least, that’s in my wet dreams.
But you can make it happen, so please share like there is no tomorrow. There are buttons below the article.
Deux Robot by Jerry Perkins (aka MasterXeon)
By the way, have you seen HardOps addon for Blender? If no, do yourself a favor and check it out (especially if you aim at creating the hard surface models). Personally, I’ve never seen such an elegant and a well-thought modeling tool.
To me it feels like Zbrush had an affair with Blender, and they got a child HardOps.
For those who have already tested this plugin, join the discussion and tell what you think about it in the comments. Thanks!