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Texturing over procedurals
Hi,
I’m struggling a bit with what many of you would see as pretty basic texture mapping. I’ve probably been thinking about it too long and have over-complicated it in my own head.
If you take a look at this movie:
https://homepage.ntlworld.com/w.werbel/temp/game.mp4
You’ll see a model I’ve built and textured with a procedural wood texture. The idea is to have decal graphics (i can swap out easily) applied to the faces of the spinners. I’m aware that I can use the ‘set selection’ command on the face polygons and then apply a material that makes use of an alpha channel to retain areas of transparency, but in my experience this always looks a bit shoe-horned on.
To get around this I was hoping to use the existing procedural wood texture as a base in a ‘layer’ shader and also use it do provide a bit of bump etc. Trouble is, I haven’t a clue how to copy this procedural into a ‘layer’ shader! To be honest, maybe this method is a bad idea on my part, as the procedural would probably be more troublesome to control when it comes to placement. So here’s my interim solution:
1. Use the procedural material to generate a large, over size texture.
2. Take my spinners, unwrap them in BP and ‘paint’ the pre-rendered texture on before re-importing back into 4D and applying back onto the spinners.maybe you could let me know whether this is a good way of doing it – or better yet – how would you do it?
Go easy on me! My self-taught knowledge of 4D is pretty basic, I muddle through but find myself doing things that seem the long way round for something that should be fairly quick and easy!
Thanks for your help guys.