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I've got a fairly simple character that I'm texturing procedurally, and my question is this:

Is there a way to tell the Voronoi texture base that I'm using to have variable scale based on how flat/curved the surface its applied to is? IE, the scales on its belly would be larger than the scales on its arms because the belly has a flatter surface area than the arm tubes.

enter image description here

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  • $\begingroup$ Can you provide visual examples? $\endgroup$ Mar 29, 2020 at 21:39
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    $\begingroup$ Yup, added to the original post. $\endgroup$ Mar 29, 2020 at 22:09
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    $\begingroup$ ... and is something preventing you from scaling the UVs of the belly in order to obtain exactly what you want? $\endgroup$
    – Bruno
    Mar 29, 2020 at 22:30
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    $\begingroup$ It literally did not occur to me that I could just, y'know, SCALE THE UVs themselves. I'll give it a shot, but I'm also kinda worried that way would turn out messy. $\endgroup$ Mar 29, 2020 at 23:24
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    $\begingroup$ Just a little alarm-bell going off for me.. if this character deforms, you might not want the scales' sizes to change when it does? $\endgroup$ Mar 30, 2020 at 4:49

1 Answer 1

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You can try using a grayscale image to set the factor of the scale of... heh, the scales. That's an incredibly esoteric thing to say, so here is my setup (please forgive my liberal use of "reroute" nodes, I wanted to fit it all in at a decent resolution);

enter image description here

Which results in this (with the "factor" texture that's used in the above node setup, but you can paint the values however you want);

enter image description here

I'm also including the .blend file;

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