I have applied different color materials to cube faces and then added a new hair curves. Is there any easy way to transfer mesh faces color to hair material? Sorry for noob question
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The surface_uv_coordinate attribute is a vector. It's like a UV map. You need to use it for the Vector input of a Image Texture node. Have a look at the answer of this question: https://blender.stackexchange.com/q/280096/107598 – Blunder Oct 08 '23 at 16:12
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Thank you, but I don't quite understand what image texture to use there (in Image Texture node) as I just need just faces color – salov Oct 08 '23 at 16:19
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Ok, so the cube has no image texture. And you want to have the hair the same color the cube has, right? How does the cube material look like in the shader editor? – Blunder Oct 08 '23 at 16:35
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Has each side of the cube its own material? – Blunder Oct 08 '23 at 16:36
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Yes, one face of a cube is assigned another material, just a principled BSDF with color link – salov Oct 08 '23 at 16:43
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I don't think that you can assign the colors of 2 materials to one Curves object. It should work with just one material. Or 2 Curves objects. For just one material, you could use a mask to define which side of the cube. Or use a painted image texture. Or vertex colors. These info can be accessed by the material of Curves object. – Blunder Oct 11 '23 at 23:27
