Is it possible to control where texture is applied with weight paint or similar I am using a two noise textures to create different sized cracks in a iPhone display.
I was wondering, if it is possible to control the location and the density of the smaller cracks.
Usually the cracks on a phone display are not evenly distributed and there is an area of impact with lots of small cracks.
I was wondering, if it is possible to control the location and the density of the smaller cracks?
I thought of weight paint since I used it before, to control particel symstems.
Masks can be used to control where you want to have cracks. It's similar to weight paint but used in the shader editor.
Create one or two grey-value images (masks) and a MixRGB (or Mix Shader). Use the image texture as Fac value for the mix node.
Depending on your shader node setup you might need a Math mode (Multiply operation) to control the color of the cracks and the base color. Alternatively, you can different materials and transparency. The mask then controls the transparency.
Example:
Default cube with cracks