Isnt the purpose of the color map lookup node?

You can create a texture property on the geometry and then pipe the lookup
node into the shader and tell it to use the right tex property for each
geometry.


On Fri, Jan 10, 2014 at 1:58 PM, Cristobal Infante <cgc...@gmail.com> wrote:

> No it shouldn't lock the material, since you are overriding just a boolean
> parameter within the shader..
>
>
>
>
> On 10 January 2014 12:54, Gerbrand Nel <nagv...@gmail.com> wrote:
>
>>  Will that not lock the entire material too?
>> The override trick works, but everything else gets locked too, not just
>> the over-ridden inputs.
>> I'll give it a shot, but in the end it might be easier just to copy/paste
>> every time I tweak something
>> G
>>
>> On 2014/01/10 02:34 PM, Cristobal Infante wrote:
>>
>> Thinking out loud..
>>
>>  Why don't you use a switcher (Ba Color Switcher), override the switch
>> and pick your image?
>>
>>
>>
>>
>>
>>
>> On 10 January 2014 12:21, Gerbrand Nel <nagv...@gmail.com> wrote:
>>
>>> Hey list.. Happy new year and stuff.
>>> I have to create a bunch of chock bars with different artwork for the
>>> different flavours, but the material (specular, reflection and fresnel ect)
>>> stays the same on all of them.
>>> I'm trying to have 1 material shared between all of them and only
>>> override the texture files for each different flavour.
>>> The problem is that when I override the textures, the whole material
>>> gets locked and I cant tweak the "common" parameters any more.
>>> Is there a way to do this?
>>> Thanks.
>>> G
>>>  PS.. hope that made sense
>>>
>>
>>
>>
>

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