Multiply float value
Posted: Fri Dec 01, 2017 8:33 am
Hello,
I'm sorry if this has already been explained somewhere, i tried to look in the forum but didn't find what i was looking for.
I'm trying to make custom materials that i can easily reuse on following projects.
currently working on a fully procedural rusty metal.
everything work great so far but my problem is if i want to reuse this material onto another object with different size, i will have to tweak my dirt radius and all my procedurals scale which isn't really great.
i can't use a 3d transform node and link it to my procedural noise because each procedural noise have different scale.
The only way i could think of would be to be able to flaoting value (1 by default) which i use to multiply my different scale value in each procedural node. that way, once my material is all done and work great , i would only need to tweak this first /master flaoting value to adjust all my scale .
I really hope it's already doable but i have find how to.
please let me know
if it's not doable now, i'll put a feature request
Thanks
Damien
thanks
I'm sorry if this has already been explained somewhere, i tried to look in the forum but didn't find what i was looking for.
I'm trying to make custom materials that i can easily reuse on following projects.
currently working on a fully procedural rusty metal.
everything work great so far but my problem is if i want to reuse this material onto another object with different size, i will have to tweak my dirt radius and all my procedurals scale which isn't really great.
i can't use a 3d transform node and link it to my procedural noise because each procedural noise have different scale.
The only way i could think of would be to be able to flaoting value (1 by default) which i use to multiply my different scale value in each procedural node. that way, once my material is all done and work great , i would only need to tweak this first /master flaoting value to adjust all my scale .
I really hope it's already doable but i have find how to.
please let me know
if it's not doable now, i'll put a feature request
Thanks
Damien
thanks