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How would the following be possible using Blender? The example image is from Cinema 4D where this is easy. The shape is made with one spline of which two instances are made and set as children for the extrude modifier.

I have a curve, which is extruded into two different parts. The two parts are mainly needed because I need to different textures for the different surfaces ("Top" and "Side" in the example).

I tried to use the curve's bevel/extrude options in Blender and can get about this shape, while still maintaining the object as a curve (ie. not transforming to mesh). But how can I apply different textures to the different sides?

The main point of this exercise is to keep the curve editable, so that the extrusions follow the editing (if I convert to a mesh I can't easily change the shape of the curve for the surfaces afterwards).

 afterwar

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I don't think you can directly assign two different textures to a curve.
But as a workaround, you can use a Gradient texture.

I'm just mixing two colors, but you can mix any number of shaders/textures...

enter image description here

enter image description here

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  • $\begingroup$ Thanks. Might be usefull. But I forgot to add that I need to export the project to unity and hope that it works there also... (Using glTF export) $\endgroup$ – FrontlineA Apr 15 at 12:14
  • $\begingroup$ Hello :). Why not convert it into a mesh, right before exporting? It's easy to add multiple textures to a mesh. $\endgroup$ – Jachym Michal Apr 15 at 12:20
  • $\begingroup$ I need to be able to edit it after the export, multiple times. Make the spline longer with new "peaks/valleys" and edit the height of the existing ones etc, so that the editing is "smooth" like with a bezier curve. It would be quite tedious to always have to change to mesh and assign textures and uv-map and what have you, then export, then revert to curve again etc... $\endgroup$ – FrontlineA Apr 15 at 12:31
  • $\begingroup$ BTW, how did you make that shape? I'm having difficulty making straight edges with bezier curves, and to get the bevel profile curve to align correctly with the "main" curve. $\endgroup$ – FrontlineA Apr 15 at 16:15
  • $\begingroup$ Hey :). Curve > Set Spline Type > Poly. Feel free to post new questions if you get stuck. $\endgroup$ – Jachym Michal Apr 15 at 16:29

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