#Different material color/texture per instance
7 messages · Page 1 of 1 (latest)
if your creating instances (not GPU instances just multiple entities) of it in bevy (not blender) then you could just take the mesh from blender and form it in a bundle in bevy with whatever colour you want when making it, though you'd need to remake your material in bevy I think (I'd start from the extended material example). Idk how material imports through gltf work, you may be able to get both material and mesh seperatly out of the gltf and then put them back together again with different colour values when you create the entities.
sorry if it's unclear, I'm new my self and have always made my materials in engine
Ok thank you, I will look into that.
I was able to get an early draft working. Thanks again for the help!
To add, when blender exports gltf it can only export image textures, so any dynamic nodes like that mix node will get converted to static image.
Oh I see. So any changing textures need to be recreated in Bevy with shaders.