Skill Level Intermediate
- [David] In this week's Blender's Tips, Tricks, and Techniques I'm going to show you how to use multiple images on a single object, and combine it with multiple UV maps. Now, other programs have very similar things. They allow you to layer multiple images onto a single mesh. Multi-image editing, multi-image materials, similar kind of names like that, and you can do that in Blender too. So, let me show you. First let's go ahead and switch this to cycles. Let's move this lamp over here so it's towards the front.
Let's get rid of the cube, and Shift + A, and add our favorite monkey. Click on Generate UVs, Smooth shading, hit T to close that out. Let's open this up here. Material, let's add a new one. We can leave it alone for now. Object Data. Let's go ahead and hit Plus, and then one more thing. Let's add a Subdivision modifier. All right, now back in Object Data the very first one where it say UV Map, double-click on that, and type in Generated.
And then the second one here double-click on this, and type in Projected. Now let me show you what that means. Open this up here, and click on it, go to Image, and let's go ahead. And we'll just make a blank image right now just something black. If I hit Tab they're both the same. So let's click on Projected with Tab still on in Edit mode, and hit U, Project From View.
At first you may not notice what's going on, but if you zoom in you can see what happened. It's literally as if this was projected from view because this is the square, and this camera is then a rectangle. That's why things look a little funny. You can come over to Render settings, and where it says 1920 type in 1080. U, Project From View, there you go. Now it looks a little bit more like what you would imagine it to be. Now let's come back over here, and where it says Generated click on it, and you'll see that the UVs are totally different.
Cool thing is is I can go Project From View, hit T, I can Scale to Bounds, Clip at 'em, correct aspect ratio, Orthographic, et cetera. And, in fact, if you were at 1920, and you did use U, Project From Bounds you could say Correct Aspect, and there you go. You get more or less the same thing. So, pretty handy. Okay, so let's just leave this alone for now, and let's come over to the Node Editor.
Hit N, and let's bring this over here. Hit T. We can Tab out of Edit mode, go into Object mode, and let's go ahead, and drag in an image. Now we're going to need one. Where could we find one? Well, I've decided to go to LinkedIn, and just grab their logo. So you can use any image in the world. I'm just going to use the LinkedIn logo for now so just right-click this, and save it onto your desktop, or wherever you save your files. Then come back into your Node Editor, and let's go ahead, and add it in here.
Shift + A, Image Texture, click on Open. I saved my logo here so I'm going to click on it, go to Open, drag it into Color, go into Material, and there we go. Look at that. It looks kind of funny from different angles, but if I hit zero, or if I go to View Camera you can see it looks, well, it looks pretty good. The moment I click on Generated, though, it looks totally different, and that's because it's using the UVs from before.
So let's bring this down here, and go to Image, Tab, and there you go. You can see what's happening. All right, so now let's go ahead, and combine these. So let's come in here. Let's move this up, and, in fact, I'm going to right-click, Ctrl + Up Arrow so I get a lot of real estate, and I'm going to just go ahead, and duplicate these. I'm going to go Shift + A, UV Map. There we are.
Duplicate that. This first one'll be Generated. The second one'll be Projected, and then, for good measure, I'm going to Shift + A again. I'm going to type in Hue, put that between here, and just shift the Hue just by a random number. It doesn't really matter how much, and then come over here, and Shift + A, add a Mix. Let's put that Mix right here, and we can flip these two actually.
Go back to Tile, and, well, we're getting something kind of weird. What's happening? Well on one side we have this color, and on the other side we have that. Kind of weird. So, one side, the other side. All right, now what if we wanted to blend them in even nicer? What if we wanted, for example, one half the monkey to have one texture one half the monkey to have the other? So that's pretty straightforward.
Go ahead, and hit Shift + A. I'm going to add a Texture Coordinate. Mapping. Oop, don't put it there. You can Ctrl + Z that if that happens, and then a ColorRamp. All right. Plug the object into Vector, Vector into Vector, and then this color into the Vector.
Now if we put these two together you can start to see where that line is at, and with a little bit of rotation you can get the look that you want. So let's go ahead, and do that. Let's rotate this, and, for now, I'm just roughing these out. Course, you can get it, like, right dead on if you'd like, and, hey, what do you know? Half of my monkey has one texture, and half my monkey has the other texture.
So there you go. That is one very quick, and simple way to combine two UV maps, and two textures. So if I come back here, and I hit Tab I have Generated UVs, and Projected UVs. Two completely different UV maps, conceivably two different textures. I just Hue shifted one of them for an example, and then I'm mixing the two of them by using this ColorRamp, and a couple of settings.
Of course you could go ahead, and play with any one of these. You could even go to Generated. You could go from camera views so whatever the camera sees, but I'm just going to keep it to object. And then from here I can play with any of these settings to get it, like, really nice and sharp, or if I really want a long fade I can do whatever I want, and there you go. You now have two different textures, and two different UV maps on the same monkey. As long as you specify the UV map using the UV map node, and pipe it into the vector of any other node you should be able to use that UV map regardless of what the node is.
So, like all things in Blender, get in there, and mess around, and see what interesting things you can do by combining different UV maps. And, until next time, this is David for Blender's Tips, Tricks, and Techniques.
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