如何使材质覆盖3D基本节点的一部分?

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英文:

How to make a material cover part of a 3D primitive node?

问题

根据给定的原始节点(可以是盒子、球体、圆柱体等)和材质,如何使材质覆盖节点的部分,就像上面的图片一样?

是否有任何现有的例子在任何3D引擎中,我可以检查?任何想法都将不胜感激,谢谢各位。

英文:

如何使材质覆盖3D基本节点的一部分?

Given a primitive node(could be a box, ball, cylinder, etc.) and a material, how to make the material cover part of the node just like the picture above?

Are there any existing examples in whichever 3D engines for me to check? Any ideas would be appreciated, thanks, guys.

答案1

得分: 1

这个问题的答案相当简单。解决这个问题最简单且几乎最好的方法是使用着色器。在Blender中有像“混合着色器”这样的概念,它可以混合两个着色器,并通过定义规则来决定着色器从哪个纹理获取颜色。

参考链接:
https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/mix.html

在Blender中的混合着色器

英文:

The answer to this question is quite simple. The easiest and almost the best way to solve this problem is using shaders. There are concepts like "mix shader" in Blender, which can mix two shaders, and by defining a rule can the shader decide which texture to get color from.

ref:
https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/mix.html

mix shader in Blender

答案2

得分: 0

我同意@meshTransform的观点,但更简单的方法(如果您没有复杂的项目)是在编辑模式下将不同的材质分配给模型的不同部分。这无疑会以您希望的方式正常工作。

英文:

I agree with @meshTransform but as a more simpler (if you don't have complicated projects) way would be to assign different materials to different parts of the model in edit mode. This would undoubtedly work exactly the way you want it to.

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  • 本文由 发表于 2023年6月5日 09:35:24
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