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I really need to know how to color part of the same 3D text which i converted from 2D text. ( i added the text and converted it to curve and now it is one big object) I want to change A's and D's emission color but keep rest of it blue

enter image description here

2ND SS https://gyazo.com/c0b664b12e43b4c160ecff892ec24509

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  • $\begingroup$ hello, if you want to give it different colors you need to convert it to mesh or keep it a curve but use some procedural trick in the Node editor, but you should give some precision on what you want to do exactly $\endgroup$
    – moonboots
    Commented Aug 25, 2019 at 10:44
  • $\begingroup$ What kind of procedural tricks? $\endgroup$
    – KacperF
    Commented Aug 25, 2019 at 10:51
  • $\begingroup$ put a gradient so only some parts are colored with some color, but again please describe what you want exactly, also do you have a reason to keep it a curve (but it can be interesting to solve it as a curve) $\endgroup$
    – moonboots
    Commented Aug 25, 2019 at 10:56
  • $\begingroup$ oh ok you want A and D to have a different color ;) $\endgroup$
    – moonboots
    Commented Aug 25, 2019 at 11:04
  • $\begingroup$ drive.google.com/drive/folders/… Can you open it? $\endgroup$
    – KacperF
    Commented Aug 25, 2019 at 11:07

1 Answer 1

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You could use a Gradient and a ColorRamp node to change the color along the curve. That said, I don't know how you can make the gradient follow the curve, someone may have an answer, here I kept the gradient horizontal.

enter image description here

And of course, you could convert your curve to mesh, in that case use a b&w mask as a factor in a Mix shader to go from a color to another one:

  • Convert your mesh to curve, unwrap it with the Smart UV Project mode.
  • Give it an Image Texture node. Paint it in black and white. It will be the mask that will separate your 2 colors.
  • Now organize your nodes, plug the b&w picture in the factor of your Mix shader.

enter image description here

Another solution would be to parent a straight mesh pipe to bones (maybe with a Spline IK constraint) then twist the bones the way you want (or the curve in the case of a Spline IK), the texture will follow.

enter image description here

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