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nigelgardiner

workflow for masking texture component of shader?

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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.

 

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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

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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.

 

5b7749ad8dec4_Screenshotfrom2018-08-1810-11-34.png.627554d1557306b9dde442d146d14642.png

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