You can switch between different shaders using a UV mapped image, if you're using cycles. You accomplish this by creating a black and white image mask and using it as the factor for a mix shader.
This has some unique benefits:
- You can create soft transitions between shaders
You can create soft transitions between shaders
- You can have multiple shaders in any shapes/areas on a single face, or across edge and face boundaries
You can have multiple shaders in any shapes/areas on a single face, or across edge and face boundaries
- You don't have to create extra geometry to apply your additional shaders to
You don't have to create extra geometry to apply your additional shaders to
Here's what it looks like, notice that this cube only has 6 faces:
And, here's the node setup you use:
You can also chain multiple mix shaders together to further mask areas defined by your first mask. If I replaced the orange diffuse shader in my node tree above with a mix shader of white gloss and green diffuse, using another mask as a factor, I could separate the orange area shown above into two other materials. You can keep chaining mix shaders as far as you like.