Hi everyone and everybody
I've been struggling to understand what is happening in this simple shader issue?
As demonstrated in the attached hip, I have a pattern (stripes), when connected to geometry it behaves correctly giving me patterns in the render. Then I have a simple principled shader with no modification, as expected, I can test that the point color is multiplied by the base color, fine.
BUT
when I plug my stripes in the base color (diff) oups, I'm back with my black and white stripes, it seems that it is not multiplied againts point color anymore…
Probably my profound missunderstanding of how it works, so any clue on how to make this work will be appreciated.
THANKS
p.s. Just tried to plug a color constant in the base color, same behaviour, disparition of the point color info!!!
PATTERNS IN BASE COLOR
1252 1 0- NAHASSIA
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- jsmack
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yes, that's unfortunately to be expected, due to the way nested shader calls work. To workaround, use a surface color node outside your principled shader to pick up point color first, and plug the pattern into the base color of the surface color vop. Then take this final base color and connect it to the base color input of the material node (principled shader).
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