Can a curve with a bevel profile have 2 materials
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Dear friends and fellow Blenderheads, could you give me a hand with that profile? I have curve with a bevel profile - basically a lofted cornice. And it should have a cover on top. Is there a possibility to still have it as a curve without converting to mesh and have 2 materials assigned to it. E.g. material 1 - white stucco and material 2 - metal plate? Thanks.
uv bevel
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up vote
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Dear friends and fellow Blenderheads, could you give me a hand with that profile? I have curve with a bevel profile - basically a lofted cornice. And it should have a cover on top. Is there a possibility to still have it as a curve without converting to mesh and have 2 materials assigned to it. E.g. material 1 - white stucco and material 2 - metal plate? Thanks.
uv bevel
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Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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I don't think so, you should make a second object or convert this one to mesh
– moonboots
1 hour ago
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up vote
3
down vote
favorite
up vote
3
down vote
favorite
Dear friends and fellow Blenderheads, could you give me a hand with that profile? I have curve with a bevel profile - basically a lofted cornice. And it should have a cover on top. Is there a possibility to still have it as a curve without converting to mesh and have 2 materials assigned to it. E.g. material 1 - white stucco and material 2 - metal plate? Thanks.
uv bevel
New contributor
Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Dear friends and fellow Blenderheads, could you give me a hand with that profile? I have curve with a bevel profile - basically a lofted cornice. And it should have a cover on top. Is there a possibility to still have it as a curve without converting to mesh and have 2 materials assigned to it. E.g. material 1 - white stucco and material 2 - metal plate? Thanks.
uv bevel
uv bevel
New contributor
Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked 2 hours ago
Sergei Kritzien
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Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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New contributor
Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
I don't think so, you should make a second object or convert this one to mesh
– moonboots
1 hour ago
add a comment |Â
I don't think so, you should make a second object or convert this one to mesh
– moonboots
1 hour ago
I don't think so, you should make a second object or convert this one to mesh
– moonboots
1 hour ago
I don't think so, you should make a second object or convert this one to mesh
– moonboots
1 hour ago
add a comment |Â
1 Answer
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up vote
3
down vote
There is currently no way to have multiple materials using a single curve and a profile object.
You could have a single material containing 2 different shaders, but you would need a way to separate what material is for what part of the object. One way to do that would be to use a bevel object curve composed of two separate splines inside. You could flip the direction of one of the splines (w -> Switch Direction with the spline selected in edit mode) in order for the result to have one part of it with inverted normals.
You could then use Backfacing output of the Geometry node to mix your different shaders. Note that you will have the normals inverted so you will also have to take that into account in one of your shaders: for example you would have to invert the IOR value of the Fresnel node if you used one in the shader:
1
Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
– Duarte Farrajota Ramos
31 mins ago
add a comment |Â
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
3
down vote
There is currently no way to have multiple materials using a single curve and a profile object.
You could have a single material containing 2 different shaders, but you would need a way to separate what material is for what part of the object. One way to do that would be to use a bevel object curve composed of two separate splines inside. You could flip the direction of one of the splines (w -> Switch Direction with the spline selected in edit mode) in order for the result to have one part of it with inverted normals.
You could then use Backfacing output of the Geometry node to mix your different shaders. Note that you will have the normals inverted so you will also have to take that into account in one of your shaders: for example you would have to invert the IOR value of the Fresnel node if you used one in the shader:
1
Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
– Duarte Farrajota Ramos
31 mins ago
add a comment |Â
up vote
3
down vote
There is currently no way to have multiple materials using a single curve and a profile object.
You could have a single material containing 2 different shaders, but you would need a way to separate what material is for what part of the object. One way to do that would be to use a bevel object curve composed of two separate splines inside. You could flip the direction of one of the splines (w -> Switch Direction with the spline selected in edit mode) in order for the result to have one part of it with inverted normals.
You could then use Backfacing output of the Geometry node to mix your different shaders. Note that you will have the normals inverted so you will also have to take that into account in one of your shaders: for example you would have to invert the IOR value of the Fresnel node if you used one in the shader:
1
Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
– Duarte Farrajota Ramos
31 mins ago
add a comment |Â
up vote
3
down vote
up vote
3
down vote
There is currently no way to have multiple materials using a single curve and a profile object.
You could have a single material containing 2 different shaders, but you would need a way to separate what material is for what part of the object. One way to do that would be to use a bevel object curve composed of two separate splines inside. You could flip the direction of one of the splines (w -> Switch Direction with the spline selected in edit mode) in order for the result to have one part of it with inverted normals.
You could then use Backfacing output of the Geometry node to mix your different shaders. Note that you will have the normals inverted so you will also have to take that into account in one of your shaders: for example you would have to invert the IOR value of the Fresnel node if you used one in the shader:
There is currently no way to have multiple materials using a single curve and a profile object.
You could have a single material containing 2 different shaders, but you would need a way to separate what material is for what part of the object. One way to do that would be to use a bevel object curve composed of two separate splines inside. You could flip the direction of one of the splines (w -> Switch Direction with the spline selected in edit mode) in order for the result to have one part of it with inverted normals.
You could then use Backfacing output of the Geometry node to mix your different shaders. Note that you will have the normals inverted so you will also have to take that into account in one of your shaders: for example you would have to invert the IOR value of the Fresnel node if you used one in the shader:
edited 30 mins ago
answered 35 mins ago


Martin Z
1,725111
1,725111
1
Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
– Duarte Farrajota Ramos
31 mins ago
add a comment |Â
1
Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
– Duarte Farrajota Ramos
31 mins ago
1
1
Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
– Duarte Farrajota Ramos
31 mins ago
Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
– Duarte Farrajota Ramos
31 mins ago
add a comment |Â
Sergei Kritzien is a new contributor. Be nice, and check out our Code of Conduct.
Sergei Kritzien is a new contributor. Be nice, and check out our Code of Conduct.
Sergei Kritzien is a new contributor. Be nice, and check out our Code of Conduct.
Sergei Kritzien is a new contributor. Be nice, and check out our Code of Conduct.
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I don't think so, you should make a second object or convert this one to mesh
– moonboots
1 hour ago