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Lecture 14: Material Modeling (5)

These examples are really satisfying to look at. How does one apply specific textures to parts of a mesh? It seems that a matte texture is applied to the rightmost coffee but the cup and plate has a glass texture whereas the spoon is metallic. I'd like to think that each component is an individual mesh with its unique texture but the leftmost picture makes it seem like a single mesh.


It can be done both ways, but the most common setup uses image textures to drive the values of a shader, and the mesh has only one shader. So depending on your shader setup, you can have image textures for metal-ness, roughness, specularity, diffuse color, etc. And the images are all mapped onto the mesh using the mesh's unique UV map. So you can imagine the spoon's UV coordinates are mapped to a part of the metal-ness image that is white, and the rest of the mesh would be mapped to a part of the metal-ness image that is black.

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