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
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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 $\endgroup$– moonbootsCommented Aug 25, 2019 at 10:44
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$\begingroup$ What kind of procedural tricks? $\endgroup$– KacperFCommented Aug 25, 2019 at 10:51
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$\begingroup$ 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) $\endgroup$– moonbootsCommented Aug 25, 2019 at 10:56
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$\begingroup$ oh ok you want A and D to have a different color ;) $\endgroup$– moonbootsCommented Aug 25, 2019 at 11:04
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$\begingroup$ drive.google.com/drive/folders/… Can you open it? $\endgroup$– KacperFCommented Aug 25, 2019 at 11:07
1 Answer
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.
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.
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.