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Re: Variation texture @ component level

Posted: Mon Oct 26, 2020 1:12 pm
by funk
You can create a new override just for the weight shading and place it on top of your other override.

Its easier than connecting and disconnecting nodes.

You can even place a single override at the top of your shader tree, if all your material weight maps use the same set up.

Re: Variation texture @ component level

Posted: Mon Apr 27, 2026 8:15 am
by rubberchicken
How would I apply this to vary the hue of a texture on leaves? I don't want to simply tint the texture. I have setup the weight maps and this works but I am not sure how I can feed that into hue adjustment of a Jittered Colour Correction node as the pins expect a float value not a texture. Perhaps there is a different node required here or something else in between?

Re: Variation texture @ component level

Posted: Mon Apr 27, 2026 1:35 pm
by funk
rubberchicken wrote: Mon Apr 27, 2026 8:15 am How would I apply this to vary the hue of a texture on leaves? I don't want to simply tint the texture. I have setup the weight maps and this works but I am not sure how I can feed that into hue adjustment of a Jittered Colour Correction node as the pins expect a float value not a texture. Perhaps there is a different node required here or something else in between?
Try a composite texture + adjust hue layer. The hue shift pin is texturable

Re: Variation texture @ component level

Posted: Wed Apr 29, 2026 3:42 am
by rubberchicken
Thanks, that worked. Although it took me a minute to realise that the hue adjustment ranged from -180 to 180, I had assumed it was 0 to 1. So I added a range node to the vertex map, and now it is all working. Still so much fiddling for what is one click in Modo. I know I have to move past it, but it is hard to forget 12 years of the shader tree's magic.