Author Topic: Sync textures separate by multiple nodes?  (Read 57 times)

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Offline Ryan Day

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Sync textures separate by multiple nodes?
« on: May 01, 2021, 09:45:29 am »
Is it possible to sync two textures that are not attached to the same node? For example, I have a complex material using many different textures (various diffuse, bump, roughness for the base material, then a couple others for an additional bump). I also have an opacity map on the material, as well as an accompanying (but different) opacity map on a label. Is it possible to sync the two opacity maps somehow, without having them sync to any other texture?

The two red circled textures in the attached are the ones I'd like to sync.

Offline INNEO_MWo

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Re: Sync textures separate by multiple nodes?
« Reply #1 on: May 02, 2021, 04:21:09 am »
You can change the mapping type of these nodes to ‘node’ and add a 2D mapping (utility) node. Then plug this utility node into the input of the texture node, that you want to connect. The 2D mapping utility node provides one scale or size and one mapping type to all these textures.

Offline Ryan Day

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Re: Sync textures separate by multiple nodes?
« Reply #2 on: May 02, 2021, 12:14:10 pm »
You can change the mapping type of these nodes to ‘node’ and add a 2D mapping (utility) node. Then plug this utility node into the input of the texture node, that you want to connect. The 2D mapping utility node provides one scale or size and one mapping type to all these textures.

Thanks! Had no idea about that utility! I'll play around with it :)

Offline INNEO_MWo

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Re: Sync textures separate by multiple nodes?
« Reply #3 on: May 03, 2021, 12:14:15 am »
Attached you'll find an example that shows driving two labels via 2D mapping (utility) node. All details can be found in the attached scene.
You might notice, that the "KeyShot" label has an extra shift in V direction, so it's placed below the KeyShot icon. Without the additional shift, both label would be located on the same place. With the 2D mapping node, you can change the position and mapping type of all driven labels in one go.

This works for all 2D textures (raster graphic as well 2D procedural). And if the labels needs different sizes, you should define the size and location separat.


Hope that helps.

CheerEO
Marco