This page explains each mask component and its properties. As the building blocks of a mask stack, components generate a texture for the mask stack.
To add a component to the stack, click on the component icon and select one.
Solid
This component fills the mask with a greyscale value. You can use this as a base when starting your mask stack.
Map
Load a custom Map as a mask. If the image is in color, it will be converted to grayscale.
Map Type
Custom Image
Upload a custom image as a map from your disk
Layer Map
Select map from a layer’s channel present in the layer stack.
Library Asset
Select map of a library asset.
Noise
Noise can help with creating a more natural or random Mix by using noise generators.
- Noise Generator: Dropdown to chose between available noise generators.
- Seed: Iterate through different versions of the noise with the same values.
- Amplitude: Control the intensity of noise waves.
- Frequency: Control the amount of noise.
- Octaves: Control the number of octaves. A higher value will produce more fine irregularities.
- Lacunarity: Control the frequency of the octaves.
- Persistence: Control the amplitude of the octaves.
Pattern
Create a patterned mask in a grid with a range of different shapes.
Pattern Type:
Choose between Square, Circle, Checker, or Gradient.
Placement
- Repeat: Specify how many times to repeat the pattern.
- Spacing: Control the space between the tiles.
- Offset: Lets you offset the tiling vertically or horizontally.
Jitter
This lets you add random variation to your material. There are three types of jitter available.
- Jitter: Toggle to enable a type of jitter.
- Brightness Jitter: Randomize the brightness of individual cells.
- Gradient Jitter: Generate a random gradient on individual cells.
- Size Jitter: Randomize the size of individual cells.
- Amount: Control the amount of jitter.
- Angle: Control the angle of the gradient jitter.
- Threshold: Control the fraction of cells affected by jitter. A higher value means fewer cells are affected by the jitter.
- Random Seed: Choose a variation of the same jitter values.
Bevel
- Bevel: Adjust the size of the bevel on each cell.
- Bevel Curve: Control the curve of the bevel effect.
Cut Out
- Amount: Control the fraction of cells that are not visible. A higher value means more cells will not be visible.
- Random Seed: Choose a variation of the cut out effect.
Normal
This component directionally masks using the Mix’s normals.
- Angle: The angle of normals to include in the mask, where 0 is to the right when looking top down.
- Tilt: The tilt in the vertical direction of normals to include.
- Range: Specify the range of normals to apply to the mask.
- You can also choose between using the Underlying Normals or the current Layer Normals for normal values.
Curvature
This component retrieves edge information from the Mix to accentuate or modify. This can be used to mask on edges to show erosion.
Types of Curvature
- Edges Only: Apply on edges of the mesh only
- Cavities Only: Apply on cavities of the mesh only
- Edges & Cavities: Apply on both edges and cavities
Targeted Layer
- Mesh & Underlying Mix: Apply curvature on the Mesh and the Underlying Mix
- Base Normals: Apply curvature on the normals of the base layer.
- Current Layer: Apply curvature on the current layer
- Mesh Only: Apply curvature on mesh only.
Curvature Controls
- Tightness: Control the number of edges that are sampled.
- Levels: Set a range of edge information to modify.
- Soft Mesh: Attempt to reduce hard triangulation edges in the mesh curvature.
- Anti-aliasing: Minimizing the distortion artifacts when representing a high-resolution image at a lower resolution
- Invert: can be used to retrieve edge information from the crevices instead of the edges.
Position Gradient
Similar to the normal component, this creates a gradient using displacement and normal directions.
In addition to manually setting, the angle and tilt values can be modified by clicking and dragging using the two smaller circles.
- Angle: The angle of normals to include in the mask, where 0 is to the right when looking top down.
- Tilt: The tilt in the vertical direction of normals to include. A 0-degree tilt is directly horizontal, resulting in a plain gradient.
- Range: Control the range of the gradient’s greyscale values.
- You can also choose from the drop down between using the Mesh & Underlying Mix, Mesh and Base Displacement or the Mesh Only option for displacement information.
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