How do I add random spotting to the same face in cycles? The 2019 Stack Overflow Developer Survey Results Are In Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) 2019 Moderator Election Q&A - Question CollectionEfficient way(s) to render point clouds of 3D scan datas in cyclesAny way to get a specified magnification effect?Shader artifacts rendering in some spots of the meshJoining Rigid Body objects after baking to shorten BVH building timeIs there really a way to make a true toon shader material in Cycles?How to create an infinite plane in cycles?Flipping one textured face of an objectHow to have layer textures on a mesh in Cycles RenderImage in material not rendering? (Cycles)Cycles renderer crashes at random moments
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How do I add random spotting to the same face in cycles?
The 2019 Stack Overflow Developer Survey Results Are In
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
2019 Moderator Election Q&A - Question CollectionEfficient way(s) to render point clouds of 3D scan datas in cyclesAny way to get a specified magnification effect?Shader artifacts rendering in some spots of the meshJoining Rigid Body objects after baking to shorten BVH building timeIs there really a way to make a true toon shader material in Cycles?How to create an infinite plane in cycles?Flipping one textured face of an objectHow to have layer textures on a mesh in Cycles RenderImage in material not rendering? (Cycles)Cycles renderer crashes at random moments
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I would like to add random spotting to the same face to decrease the amount of vertices needed. Take this Dalmatian for example, suppose its body was only made up of 12 faces. I would like to avoid making a texture as my actual model is more complicated. The spots are only one colour and the surrounding area is only one colour. How could I do this in cycles?

I would also like to know how to control the amount of spots produced.
cycles compositor
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add a comment |
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I would like to add random spotting to the same face to decrease the amount of vertices needed. Take this Dalmatian for example, suppose its body was only made up of 12 faces. I would like to avoid making a texture as my actual model is more complicated. The spots are only one colour and the surrounding area is only one colour. How could I do this in cycles?

I would also like to know how to control the amount of spots produced.
cycles compositor
New contributor
user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
add a comment |
$begingroup$
I would like to add random spotting to the same face to decrease the amount of vertices needed. Take this Dalmatian for example, suppose its body was only made up of 12 faces. I would like to avoid making a texture as my actual model is more complicated. The spots are only one colour and the surrounding area is only one colour. How could I do this in cycles?

I would also like to know how to control the amount of spots produced.
cycles compositor
New contributor
user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
I would like to add random spotting to the same face to decrease the amount of vertices needed. Take this Dalmatian for example, suppose its body was only made up of 12 faces. I would like to avoid making a texture as my actual model is more complicated. The spots are only one colour and the surrounding area is only one colour. How could I do this in cycles?

I would also like to know how to control the amount of spots produced.
cycles compositor
cycles compositor
New contributor
user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
edited 35 mins ago
user49936
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asked 3 hours ago
user49936user49936
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112
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user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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New contributor
user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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2 Answers
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You can procedurally generate such a texture and apply it to the mesh. This is not a lot of work and can get you some basic results going quickly.
The basic idea is that you take a predetermined mathematical function which assigns each point in space a value. Then you use those values as a color input. Blender makes this quite intuitive. This is what the node setup looks like:

The color ramp controls the dimensions of the spots, and you can mess around with the values of the Musgrave Texture to achieve different looks. The ones I used procuduced this result:

You can tweek the size of the spots with the "Scale" parameters, and their general shape with the color ramp. Hit me up if you have any further questions.
$endgroup$
$begingroup$
Works great! thank you. Do you also know how to control the amount of spots produced?
$endgroup$
– user49936
37 mins ago
$begingroup$
@user49936 Try fiddling with Detail and Lacunarity on the musgrave
$endgroup$
– Kroltan
10 mins ago
add a comment |
$begingroup$
If I understand correctly you try to find a procedural way to make some black and white spots on yout object. Here is a way to do it:
Make the following node chain : Texture Coordinate (Object output) > Voronoi Texture > ColorRamp > Diffuse BSDF > Material Output. With the Voronoi you will create the spots shapes and sizes and with the ColorRamp you will determine the space between the spots.
But as you can see the spots are a little bit too regular. If you want to introduce more accidents, before the Voronoi you can add a Color node > MixRGB (Add mode) and plug a Noise Texture on its other socket. This solution was inspired by Gleb Alexandrov's video.

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2 Answers
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2 Answers
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active
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$begingroup$
You can procedurally generate such a texture and apply it to the mesh. This is not a lot of work and can get you some basic results going quickly.
The basic idea is that you take a predetermined mathematical function which assigns each point in space a value. Then you use those values as a color input. Blender makes this quite intuitive. This is what the node setup looks like:

The color ramp controls the dimensions of the spots, and you can mess around with the values of the Musgrave Texture to achieve different looks. The ones I used procuduced this result:

You can tweek the size of the spots with the "Scale" parameters, and their general shape with the color ramp. Hit me up if you have any further questions.
$endgroup$
$begingroup$
Works great! thank you. Do you also know how to control the amount of spots produced?
$endgroup$
– user49936
37 mins ago
$begingroup$
@user49936 Try fiddling with Detail and Lacunarity on the musgrave
$endgroup$
– Kroltan
10 mins ago
add a comment |
$begingroup$
You can procedurally generate such a texture and apply it to the mesh. This is not a lot of work and can get you some basic results going quickly.
The basic idea is that you take a predetermined mathematical function which assigns each point in space a value. Then you use those values as a color input. Blender makes this quite intuitive. This is what the node setup looks like:

The color ramp controls the dimensions of the spots, and you can mess around with the values of the Musgrave Texture to achieve different looks. The ones I used procuduced this result:

You can tweek the size of the spots with the "Scale" parameters, and their general shape with the color ramp. Hit me up if you have any further questions.
$endgroup$
$begingroup$
Works great! thank you. Do you also know how to control the amount of spots produced?
$endgroup$
– user49936
37 mins ago
$begingroup$
@user49936 Try fiddling with Detail and Lacunarity on the musgrave
$endgroup$
– Kroltan
10 mins ago
add a comment |
$begingroup$
You can procedurally generate such a texture and apply it to the mesh. This is not a lot of work and can get you some basic results going quickly.
The basic idea is that you take a predetermined mathematical function which assigns each point in space a value. Then you use those values as a color input. Blender makes this quite intuitive. This is what the node setup looks like:

The color ramp controls the dimensions of the spots, and you can mess around with the values of the Musgrave Texture to achieve different looks. The ones I used procuduced this result:

You can tweek the size of the spots with the "Scale" parameters, and their general shape with the color ramp. Hit me up if you have any further questions.
$endgroup$
You can procedurally generate such a texture and apply it to the mesh. This is not a lot of work and can get you some basic results going quickly.
The basic idea is that you take a predetermined mathematical function which assigns each point in space a value. Then you use those values as a color input. Blender makes this quite intuitive. This is what the node setup looks like:

The color ramp controls the dimensions of the spots, and you can mess around with the values of the Musgrave Texture to achieve different looks. The ones I used procuduced this result:

You can tweek the size of the spots with the "Scale" parameters, and their general shape with the color ramp. Hit me up if you have any further questions.
answered 1 hour ago
IAmGettingTiredOfAliasesIAmGettingTiredOfAliases
32615
32615
$begingroup$
Works great! thank you. Do you also know how to control the amount of spots produced?
$endgroup$
– user49936
37 mins ago
$begingroup$
@user49936 Try fiddling with Detail and Lacunarity on the musgrave
$endgroup$
– Kroltan
10 mins ago
add a comment |
$begingroup$
Works great! thank you. Do you also know how to control the amount of spots produced?
$endgroup$
– user49936
37 mins ago
$begingroup$
@user49936 Try fiddling with Detail and Lacunarity on the musgrave
$endgroup$
– Kroltan
10 mins ago
$begingroup$
Works great! thank you. Do you also know how to control the amount of spots produced?
$endgroup$
– user49936
37 mins ago
$begingroup$
Works great! thank you. Do you also know how to control the amount of spots produced?
$endgroup$
– user49936
37 mins ago
$begingroup$
@user49936 Try fiddling with Detail and Lacunarity on the musgrave
$endgroup$
– Kroltan
10 mins ago
$begingroup$
@user49936 Try fiddling with Detail and Lacunarity on the musgrave
$endgroup$
– Kroltan
10 mins ago
add a comment |
$begingroup$
If I understand correctly you try to find a procedural way to make some black and white spots on yout object. Here is a way to do it:
Make the following node chain : Texture Coordinate (Object output) > Voronoi Texture > ColorRamp > Diffuse BSDF > Material Output. With the Voronoi you will create the spots shapes and sizes and with the ColorRamp you will determine the space between the spots.
But as you can see the spots are a little bit too regular. If you want to introduce more accidents, before the Voronoi you can add a Color node > MixRGB (Add mode) and plug a Noise Texture on its other socket. This solution was inspired by Gleb Alexandrov's video.

$endgroup$
add a comment |
$begingroup$
If I understand correctly you try to find a procedural way to make some black and white spots on yout object. Here is a way to do it:
Make the following node chain : Texture Coordinate (Object output) > Voronoi Texture > ColorRamp > Diffuse BSDF > Material Output. With the Voronoi you will create the spots shapes and sizes and with the ColorRamp you will determine the space between the spots.
But as you can see the spots are a little bit too regular. If you want to introduce more accidents, before the Voronoi you can add a Color node > MixRGB (Add mode) and plug a Noise Texture on its other socket. This solution was inspired by Gleb Alexandrov's video.

$endgroup$
add a comment |
$begingroup$
If I understand correctly you try to find a procedural way to make some black and white spots on yout object. Here is a way to do it:
Make the following node chain : Texture Coordinate (Object output) > Voronoi Texture > ColorRamp > Diffuse BSDF > Material Output. With the Voronoi you will create the spots shapes and sizes and with the ColorRamp you will determine the space between the spots.
But as you can see the spots are a little bit too regular. If you want to introduce more accidents, before the Voronoi you can add a Color node > MixRGB (Add mode) and plug a Noise Texture on its other socket. This solution was inspired by Gleb Alexandrov's video.

$endgroup$
If I understand correctly you try to find a procedural way to make some black and white spots on yout object. Here is a way to do it:
Make the following node chain : Texture Coordinate (Object output) > Voronoi Texture > ColorRamp > Diffuse BSDF > Material Output. With the Voronoi you will create the spots shapes and sizes and with the ColorRamp you will determine the space between the spots.
But as you can see the spots are a little bit too regular. If you want to introduce more accidents, before the Voronoi you can add a Color node > MixRGB (Add mode) and plug a Noise Texture on its other socket. This solution was inspired by Gleb Alexandrov's video.

edited 52 mins ago
answered 1 hour ago
moonbootsmoonboots
14.3k21025
14.3k21025
add a comment |
add a comment |
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