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 >>>> >>> >>> >>> >> >