nigelgardiner Posted August 17, 2018 Share Posted August 17, 2018 Hi there I've been masking my textures but the only way I can think to do it is with an alpha channel in the texture file which is a bit laborious and final. I can't figure out how to mask displacement within a material builder node in a similar way to masking the surface - alpha to Of of compute lighting. Any advice much appreciated. thanks Nigel. Quote Link to comment Share on other sites More sharing options...
Gorrod Posted August 17, 2018 Share Posted August 17, 2018 I don't know if this is all you are asking for but just multiply your displacement with some values you get from attributes or geometry? Here's a file of what im thinking of: mask shader with geo.hip Quote Link to comment Share on other sites More sharing options...
nigelgardiner Posted August 17, 2018 Author Share Posted August 17, 2018 Hey thanks for that but that's not what I'm trying badly to describe. I don't have any geometry or attributes to speak of, I'm just applying surfaces and textures to a uv mapped part cylinder to make labels. Here's my workflow. Currently I'm masking the texture with alpha in the displace texture rat file but it would be better if I could mask it here somehow. thanks Nigel. Quote Link to comment Share on other sites More sharing options...
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