I was wondering if it’s possible to replace only one texture on a material using ImageMix().
You might have a plane with a material called Canvas. And Canvas might have multiple textures, such as Mountain and Lake. Is it possible to run ImageMix() only on Mountain, or only on Lake, changing only the portion of the rendered texture that Mountain affected?
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The other thing I’m trying to do, if it can’t be done by changing only one texture, is to weight the mix at each vert rather than across the entire material. In fact, this way would be easiest if it’s allowed.
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The goal is to have a potentially unlimited number of textures that can be used, in any combination. So, if we’re painting a ground object, we might have:
grass.png
dirt.png
sand.png
gravel.png
deadgrass.png
blackdirt.png
leaves.png
There might be dozens of variations of all of these, and I might want to have one or three or five overlay one another at different parts of the ground object. To do this with pynodes I used the RGB channels to change which texture had more effect on a vert, but you’re limited to only a handful of textures in this way. So I’ve been reading into video textures (texture.Texture) using ImageMix(). The problem with this is that it seems to replace the entire texture for the entire material, and there isn’t any way to weight where different parts of the mix show up more or less.