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I have an ashtray model(picture1). I picked some faces(picture 2) and applied an material for ash and some part of metal under it. i mixed two textures with MixRGB node and used black/white image as alpha to clean around ash so that the metal part seems. But in the end, i want my ash part not glossy(diffuse) and metal part glossy. How can i achieve it ?

Picture 1 - My mesh

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Picture 2 - The Faces i applied my ash/metal metarial

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Picture 3- Node setup i used to mix metal and ash texture with help of an alpha image

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Mehmet
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1 Answers1

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Instead of one shader (Glossy), use a Mix shader node that is fed by the Glossy node and a Diffuse node, and plug that alpha image into the mix factor of the mix shader to control where the shader type is.

Craig D Jones
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    i tried it that way plus adding transparent node instead of mixRGB and it worked! thank you. Here is the new node setup. https://prnt.sc/hg1rm6 – Mehmet Nov 27 '17 at 20:43
  • Hey Craig, can i use different UV Maps for each shader ? Is it possible ? – Mehmet Nov 29 '17 at 20:56
  • As long as you name each uv map differently and call it in the uv coordinate node, yes. – Craig D Jones Nov 29 '17 at 21:00
  • when i export my mesh as collada, which uvmap does it set for that face ? Because i will bake textures for my mesh. – Mehmet Nov 29 '17 at 21:32
  • If you are exporting the whole project, I am not sure of how you want it to be set up as final- I normally bake to get one main uv map that takes all the other uv maps out of the equation, giving me a way to stencil between shaders with just one mask, but still use the same mapping for other things like glossy, etc. – Craig D Jones Nov 29 '17 at 21:35