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I'm creating some procedural abstract art in Blender. My goal is to create a material that mixes multiple shaders, with a seed driving the distribution of the mixed shaders across my geometry.

Right now I think I've got it working, but since I'm pretty new to materials in Blender it would be great if someone could take a look at what I've done to make sure I'm getting it right :) I want to make sure that:

  • I'm using the color ramps correctly to cleanly divide up my mixed shaders (I don't want any shaders to blend together and affect each other, if that makes sense?)
  • My distribution of shaders is random, but even.
  • Even if what I'm doing is correct, there's not a more efficient/better way of doing what I'm trying to accomplish.

Here is my material setup: enter image description here

Here is the result on my geometry (I'm using ugly colors for now, just so we can see what we're doing): enter image description here

And here is the random seed in action, affecting the distribution of the mixed shaders. enter image description here

If what I've done so far shows a misunderstanding of how any of these material nodes should be used, an explanation would be greatly appreciated -- as a heads up, it's entirely possible that I stumbled upon my current solution by accident! Thanks in advance.

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  • $\begingroup$ Hello :). I think you've got it right - this is a good way to randomly combine multiple shaders. And the White noise texture is a nice touch :). $\endgroup$ – Jachym Michal Apr 4 at 8:45
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    $\begingroup$ Do you foresee wanting to vary other attributes of the surface than color? If color only, you could tighten it up a bit.. (nice result, BTW) $\endgroup$ – Robin Betts Apr 4 at 8:57
  • $\begingroup$ Thanks gang! And yes, I’ll be looking to vary all sorts of attributes eventually, which is why I set it up with multiple Principled Shaders in anticipation :) $\endgroup$ – marqjb Apr 4 at 19:54

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