The situation: I need to create different renders of (normal shaped, 6-sided) dice. However, the faces don't show the numbers 1 - 6 but a set of characters (i.e. 6 characters out of A – Z). Each die is different, there could be a die with H,L,O,P,M,R on the sides or one with E,A,Q,I,O,P.

Best case scenario: I'm looking for a method in which I

  1. don't need to make 26 different materials as i maybe need to tweak the materials later
  2. don't have to offset the UV for each face

I' m thinking maybe to input the textures as image sequence – but I don't know if I can say "face 1, use #18 of the image sequence".

Any solutions?

Answers like Each face of Die a different image don't really help as I know how to apply different materials or textures to individual faces.

  • $\begingroup$ Hi. If a different question doesn't help please say why it doesn't help. Thanks. $\endgroup$ Aug 13 '20 at 13:14
  • 1
    $\begingroup$ You could create a node group with input for six image textures, then internally it maps each texture to the correct face by "filtering" faces according to normals with a Input > Geometry > Normal Node $\endgroup$ Aug 13 '20 at 16:29
  • $\begingroup$ Thats actually not a bad idea. I'd still have to make a material for each die but I think its convenient enough in my case $\endgroup$
    – bstnhnsl
    Aug 13 '20 at 17:13
  • $\begingroup$ Does this answer your question? Same Video on each face, but with different time delay? $\endgroup$
    – susu
    Aug 13 '20 at 18:43
  • $\begingroup$ I thought of this question when I asked but didn't find it. But the answer uses different materials for each face, so this is actually worse for my case then just making a separate material for each face of every die and manually exchange the texture. Duartes method works for me for now. $\endgroup$
    – bstnhnsl
    Aug 13 '20 at 19:38

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