Yes! More specifically:

On each mesh, go Get Property->Texture Map->Texture Map. Make sure the map
picks the right UVs and image.
In your shader they all share, use a "Color Map Lookup" node to pick up the
color.



On Fri, Jan 10, 2014 at 8:54 AM, Ognjen Vukovic <ognj...@gmail.com> wrote:

> 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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