# Symmetric procedural material

I've modelled a shape which is symmetric along z axis. I used material and some texure with generated coordinates plugged in displacement node. Everything is distributed evenly on the mesh. I would like that material is also mirror image along z.

So that a procedural texture on one side of z axis is the mirror image of other side of z axis.

How to achieve this with nodes?

• An image of the material you are working on would be helpful, different textures (wood, stone, etc.)can be manipulated differently. Have you tried using a geometry input node? Try using the position output. – Timaroberts Mar 8 '16 at 4:34
• It's noise and magic texture in that order. Where to plug geometry node to get symmetry along z ? – vejn Mar 8 '16 at 6:05
• @Timaroberts , I've added the image. – vejn Mar 8 '16 at 15:19

## Mix Color

First step is to mask out the surface's point that be affected by the flipping of the coordinates.

In order to get the reference needed we should start by adding a Texture coordinates node and pick the Object coordinates type (if you are interest in the local Z)

Then add a Separate XYZ to get the Z component of the coordinates and filter out the values greater than 0 with the help of a Math node

If the origin of the object belongs to the simmetry plane, all we have to do is to flip the input coordinates (Generate type in the shown example) with a Mapping node (notice the -1 value for the Z scale parameter) and mix them with a Mix node whose inpuct factor is the mask we created before.

• Thank you, I'll try but on the first read I didn't get the logic of it. I have to learn the nodes. – vejn Mar 8 '16 at 23:02
• How to make this extra circle before mapping node? – vejn Mar 9 '16 at 15:10
• By pressing Shift and left-dragging with the mouse over the wire. Or you can find it in the Add menu in Layout. It is called Reroute node – Carlo Mar 9 '16 at 15:27