I am looking into rendering a model with two materials, and using a mask to specify which material should render where, basically like a soccer ball with a black & white hexagonal pattern etc, where I want to be able to change the colour tint of only one of the materials (for example, the white) in runtime, but I have no idea where to start or how to go about this.
I have previously done some texture swapping on a model with multiple mesh instances before; simply
meshInstances[this.meshNumber].material = this.textureActive.resource;, but I’m not sure if this is similarly applicable, as I want to be able to control the tint of the material and not make all the possible textures by hand.
To give a bit more insight on the kind of project I’m working on, it’s essentially a customization tool where I want the user to be able to customize footballs / soccer balls by selecting base shapes, and changing colour tints of these shapes, but in this case leaving the black hexagonal pattern in-tact.
There’s unfortunately not a project or much material where I can show what I would like to achieve.
In summary, is it possible to have 1 model, 2 materials, specify which material to render where via mask, and change colour tint on 1 of 2 materials.
I don’t want to apply different material id’s on polygons, but I want to be able to paint specific patterns on a per-model basis