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.
Bevelled curve










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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
















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.
Bevelled curve










share|improve this question







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.



















  • I don't think so, you should make a second object or convert this one to mesh
    – moonboots
    1 hour ago












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.
Bevelled curve










share|improve this question







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.
Bevelled curve







uv bevel






share|improve this question







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Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question







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Sergei Kritzien is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question






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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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asked 2 hours ago









Sergei Kritzien

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161




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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.






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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
















  • 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










1 Answer
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up vote
3
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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.



enter image description here



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:



enter image description here






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    Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
    – Duarte Farrajota Ramos
    31 mins ago










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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.



enter image description here



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:



enter image description here






share|improve this answer


















  • 1




    Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
    – Duarte Farrajota Ramos
    31 mins ago














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.



enter image description here



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:



enter image description here






share|improve this answer


















  • 1




    Pretty clever solution, I have encountered this issue often before and never thought of that. Nice one!
    – Duarte Farrajota Ramos
    31 mins ago












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.



enter image description here



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:



enter image description here






share|improve this answer














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.



enter image description here



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:



enter image description here







share|improve this answer














share|improve this answer



share|improve this answer








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












  • 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










Sergei Kritzien is a new contributor. Be nice, and check out our Code of Conduct.









 

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