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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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2












$begingroup$


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?



enter image description here



I would also like to know how to control the amount of spots produced.










share|improve this question









New contributor




user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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    $begingroup$


    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?



    enter image description here



    I would also like to know how to control the amount of spots produced.










    share|improve this question









    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.







    $endgroup$














      2












      2








      2





      $begingroup$


      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?



      enter image description here



      I would also like to know how to control the amount of spots produced.










      share|improve this question









      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?



      enter image description here



      I would also like to know how to control the amount of spots produced.







      cycles compositor






      share|improve this question









      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.











      share|improve this question









      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.









      share|improve this question




      share|improve this question








      edited 35 mins ago







      user49936













      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.









      asked 3 hours ago









      user49936user49936

      112




      112




      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.






      user49936 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.




















          2 Answers
          2






          active

          oldest

          votes


















          2












          $begingroup$

          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 material



          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:



          The dog



          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.






          share|improve this answer









          $endgroup$












          • $begingroup$
            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


















          1












          $begingroup$

          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.


          enter image description here






          share|improve this answer











          $endgroup$













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            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            2












            $begingroup$

            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 material



            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:



            The dog



            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.






            share|improve this answer









            $endgroup$












            • $begingroup$
              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















            2












            $begingroup$

            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 material



            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:



            The dog



            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.






            share|improve this answer









            $endgroup$












            • $begingroup$
              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













            2












            2








            2





            $begingroup$

            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 material



            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:



            The dog



            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.






            share|improve this answer









            $endgroup$



            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 material



            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:



            The dog



            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.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            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
















            • $begingroup$
              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













            1












            $begingroup$

            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.


            enter image description here






            share|improve this answer











            $endgroup$

















              1












              $begingroup$

              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.


              enter image description here






              share|improve this answer











              $endgroup$















                1












                1








                1





                $begingroup$

                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.


                enter image description here






                share|improve this answer











                $endgroup$



                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.


                enter image description here







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited 52 mins ago

























                answered 1 hour ago









                moonbootsmoonboots

                14.3k21025




                14.3k21025




















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