The Difference Between General And Specific Patterns
By Neil Blevins
Created On: Dec 8th 2025
Software: Any

When making 3d artwork, there are many different ways to go about creating and applying textures to your objects, but one of my favorites ways of going about this process is splitting things up into Materials that require General Patterns, Specific Patterns, or both. This short tutorial explains these two pattern categories and why splitting them up can help make the shading process much faster.

Materials, Shaders and Patterns

In a standard 3d shading pipeline, you have materials assigned to objects. A material can have 1 or more shaders, the shader contains the light reflecting properties of the material. Then each shaders can be modified by Patterns. Patterns modify the parameters of the shaders, like the color, the bumpiness, how reflective it is, etc. The majority of your time when setting up materials is spent making patterns.

Here's patterns for the color of concrete, the color of leather, the color of marble, and the bumpiness of a worn painted surface.



Definitions

So let's define General and Specific Patterns.


Think of this with a traditional painters metaphor. Many painters start by blocking in the basic colors and light and shadow over the entire canvas, then they add details on top. So your basic color would be the General Patterns, and your details would be the Specific Patterns.

General Patterns

Many people hand paint every object in their 3D scene. But this only works if you have a limited number of objects, or an unlimited amount of people or time. For objects that don't need special attention, it makes far more sense to find faster ways to provide patterns to these objects. Like for example, if I have 10,000 rocks in a giant pile, or an enormous cement wall.

There are a number of workflows for creating and applying General Patterns, here's some of the most common...


Specific Patterns

The most common specific patterns are things like drips, splashes, logos, bricks on a wall, the scales on a dragon.

There are a number of workflows for creating and applying Specific Patterns, here's some of the most common...


Why Split Them Up?

So the main reason to split up these tasks is efficiency. If you have 10,000 rocks in the distance, you won't have time to hand paint them. So apply General Patterns only, which can be done usually quite quickly. But those 3 rocks that are right up from in say a film, paint those using Specific Patterns, which takes longer, but hey, it's only 3 rocks! Or use a combination of both, for the general rock material, use General Patterns, but then for those nearer rocks, paint Specific Patterns over top of the General Patterns (like moss or dark water stains) by layering General and Specific Patterns together.

Legacy is another reason these tasks are many times split up. Some larger companies have a specific "Shader" job and a specific "Painter" job, usually the Shader handles the Materials and General Patterns, Painters handles Specific Patterns. Or in some companies you have Shader Writers and Painters, in which case the Shader Writer codes the shader, and almost everything else is handled by the Painter.

This split also exists in software. One of the leaders in texturing software is Substance, that have 2 texturing products: Substance Designer and Substance Painter. Designer is more about creating the shaders, and creating General Patterns (using procedurals and patterns driven by baked maps for curvature and occlusion). Painter allows you to adjust the General Patterns by painting specific details on your objects at specific locations. So even software frequently splits patterning into these two types.

Conclusion

Learn more about General and Specific Patterns here, but next time you're tasked with texturing some objects in 3D, consider using a combination of General and Specific Patterns instead of hand painting everything, you'll find you can get much better results faster.


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