Hey to all,
I'm having a little bit of a problem, hope someone can help me. Here is the image.
I'm trying to create a CMY and RGB mask, from a single texture, but so far I have the following issues:
-I need to "mask out" my CMY colors from my RGB colors, I was hoping to simply have my RGB channels act as RGB channels, without 'taking' my CMY colors with them when I connect them. Is there any other method of doing this, save for 'masking' them out later on in my nodes?
-My 'soft' masks, especially the CMY, are proving hard to mask out from my RGB Channels later on. The closest solution I found was Square-Rooting my CMY colors, before subtracting from my RGB colors. However, as you can see from the image, it leaves behind a strange artifacts in the middle of my map, and I'm baffled by it.
So yeah, there it goes, was wondering if anyone has any tips about these issues on masking with a RGB/CMYK setup.
Replies
Subtract the RGB from it's child color (EI: Red = Yellow and Magenta), and once that is done, stick to a power node so that it tightness up any residual issues and clean them up.
With a heavy smudge, values between 8-10 work best (variable from person to person, but should be a good starting point), followed by a little over half for a Gaussian blur, and 2-3 for a sharp falloff mask.
To compensate for this, one could create a slightly larger mask, or they could add in another node to 'expand' the output AFTER the Power node, though not sure which will be the best option for 'expanding' a mask.
Anyone got tips on how to 'expand' a mask?
PS: Don't mind the MaskComponent nodes, it was just me being silly.
PS2: Also, the bigger your map is, the better the results will. On a 4K map that had 'generous' soft masks, I barely noticed the difference of loss, while on a 512 texture, you get the picture above.
Still need some manually Power correction here and there (especially for smudged soft masks), but overall, much cleaner and easier to manage.
Cheers!