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I am trying to make a node setup where i have

  1. Transparent Tex
  2. Principal BSDF
    these both are going through the mix shader . I want to control the Factor of the mix shader with a chekered texture . But i want to add a step to the checkered texture , i would like to randomly assign the checkboxes to both the shaders, as of now when i connect the Chk texture to factor , it assigns the textures to the tile and the and mortar, i would like some grids to be transparent and some assinged to the Principal BSDF. How do i achieve this , i couldn't find a random value node to control this or don't know the way to do this being a noob. any help is appreciated. Best Z
  • please add an image how it should look like. thx. – Chris Feb 21 '24 at 07:09
  • Hi. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that anyone searching for a similar problem is likely to find it. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?" – Duarte Farrajota Ramos Feb 21 '24 at 09:41

1 Answers1

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You can pass an output of Brick Texture to a Color Ramp node with Constant type enabled:

enter image description here

In Color Ramp, you can adjust how many tiles should be shaded/transparent

Gordon Brinkmann
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  • If you would set Color2 to black instead of grey, you would have a wider variety of tiles. Of course it is not so important since you are using the Color Ramp for the distribution. – Gordon Brinkmann Feb 21 '24 at 07:25
  • Ah thank you for the quick reply :) Cant thank you enough good serr ! Quick dirty test – sameer uddin Feb 21 '24 at 07:23