How do I add random spotting to the same face in cycles?





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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?



enter image description here



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










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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.







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      4












      4








      4





      $begingroup$


      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 texturing materials






      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









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      edited Apr 15 at 1:11









      cegaton

      65.2k10127282




      65.2k10127282






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      asked Apr 13 at 16:52









      user49936user49936

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          2 Answers
          2






          active

          oldest

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          5












          $begingroup$

          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











          $endgroup$





















            4












            $begingroup$

            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
              Apr 13 at 19:20










            • $begingroup$
              @user49936 Try fiddling with Detail and Lacunarity on the musgrave
              $endgroup$
              – Kroltan
              Apr 13 at 19:47










            • $begingroup$
              I can see how that would work but it's not helping my model. Any other suggestions? Thanks again
              $endgroup$
              – user49936
              Apr 13 at 20:57












            Your Answer








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            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            5












            $begingroup$

            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











            $endgroup$


















              5












              $begingroup$

              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











              $endgroup$
















                5












                5








                5





                $begingroup$

                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 Apr 13 at 19:05

























                answered Apr 13 at 18:53









                moonbootsmoonboots

                14.6k21026




                14.6k21026

























                    4












                    $begingroup$

                    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
                      Apr 13 at 19:20










                    • $begingroup$
                      @user49936 Try fiddling with Detail and Lacunarity on the musgrave
                      $endgroup$
                      – Kroltan
                      Apr 13 at 19:47










                    • $begingroup$
                      I can see how that would work but it's not helping my model. Any other suggestions? Thanks again
                      $endgroup$
                      – user49936
                      Apr 13 at 20:57
















                    4












                    $begingroup$

                    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
                      Apr 13 at 19:20










                    • $begingroup$
                      @user49936 Try fiddling with Detail and Lacunarity on the musgrave
                      $endgroup$
                      – Kroltan
                      Apr 13 at 19:47










                    • $begingroup$
                      I can see how that would work but it's not helping my model. Any other suggestions? Thanks again
                      $endgroup$
                      – user49936
                      Apr 13 at 20:57














                    4












                    4








                    4





                    $begingroup$

                    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 Apr 13 at 18:35









                    IAmGettingTiredOfAliasesIAmGettingTiredOfAliases

                    37117




                    37117












                    • $begingroup$
                      Works great! thank you. Do you also know how to control the amount of spots produced?
                      $endgroup$
                      – user49936
                      Apr 13 at 19:20










                    • $begingroup$
                      @user49936 Try fiddling with Detail and Lacunarity on the musgrave
                      $endgroup$
                      – Kroltan
                      Apr 13 at 19:47










                    • $begingroup$
                      I can see how that would work but it's not helping my model. Any other suggestions? Thanks again
                      $endgroup$
                      – user49936
                      Apr 13 at 20:57


















                    • $begingroup$
                      Works great! thank you. Do you also know how to control the amount of spots produced?
                      $endgroup$
                      – user49936
                      Apr 13 at 19:20










                    • $begingroup$
                      @user49936 Try fiddling with Detail and Lacunarity on the musgrave
                      $endgroup$
                      – Kroltan
                      Apr 13 at 19:47










                    • $begingroup$
                      I can see how that would work but it's not helping my model. Any other suggestions? Thanks again
                      $endgroup$
                      – user49936
                      Apr 13 at 20:57
















                    $begingroup$
                    Works great! thank you. Do you also know how to control the amount of spots produced?
                    $endgroup$
                    – user49936
                    Apr 13 at 19:20




                    $begingroup$
                    Works great! thank you. Do you also know how to control the amount of spots produced?
                    $endgroup$
                    – user49936
                    Apr 13 at 19:20












                    $begingroup$
                    @user49936 Try fiddling with Detail and Lacunarity on the musgrave
                    $endgroup$
                    – Kroltan
                    Apr 13 at 19:47




                    $begingroup$
                    @user49936 Try fiddling with Detail and Lacunarity on the musgrave
                    $endgroup$
                    – Kroltan
                    Apr 13 at 19:47












                    $begingroup$
                    I can see how that would work but it's not helping my model. Any other suggestions? Thanks again
                    $endgroup$
                    – user49936
                    Apr 13 at 20:57




                    $begingroup$
                    I can see how that would work but it's not helping my model. Any other suggestions? Thanks again
                    $endgroup$
                    – user49936
                    Apr 13 at 20:57










                    user49936 is a new contributor. Be nice, and check out our Code of Conduct.










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