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 the result on my geometry (I'm using ugly colors for now, just so we can see what we're doing):
And here is the random seed in action, affecting the distribution of the mixed shaders.
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.