So I have a UV texture for an object which is basically just a set of lines and curves. It is fed into the colour function of a default shader.
Now, I would like to add a contrasty PF to the mix and have both; unaltered UV tex and a procedural colouration underneath (so to say) the UV map.
I can't seem to set it right. I tried to put the PF after the default shader, before it. I tried the merge shader and even surface shader with one of the textures as a child input. I must be doing something wrong or forgot how it is done...
Could you guys help me out?
You could multiply the UV-texture by a world PF. But how do you mean underneath, like a basic coloring?
And why did you not call the UV in the color image slot?
Quote from: Dune on May 17, 2020, 04:02:00 AMYou could multiply the UV-texture by a world PF. But how do you mean underneath, like a basic coloring?
And why did you not call the UV in the color image slot?
Yes. PF is supposed to be the basic coloring, while UV - a few details over it.
Color image of course. I confused the names.
Multiplication results in a completely black texture.
Is this the sort of thing you are looking for?
CubeUV.JPG
Quote from: cyphyr on May 17, 2020, 04:31:12 AMIs this the sort of thing you are looking for?
CubeUV.JPG
Precisely. :) I'll give it a shot.
Just what I needed - thank you! :D