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Help! How to derive a mask from a "max" style blend node.

I attached a quick example below. I'm struggling with how to derive a solid one-bit style mask from two heightfields blended using the max style blending.

My mockup below is basically approximating some pebbles I want to blend on some sand. But I can't use the original pebble generator as a mask because a lot of the pebbles get clipped below the sand. I need to find a way to build a mask of where the pebbles are after the blend, so I can control their coloring precisely later on.

Any help would be greatly appreciated.

p.s. I posted this at Allegorithmic's forums as well, in case anyone thinks this is familiar. I'm that desperate! :D

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