You ideally never want to have multiple material assignments on a single mesh. If you combine, use a trim or mask approach, if you have multiple materials, then split
Hi guys, I'm having trouble utilizing color id masking for handpainted textures. They work fine for smart materials, but if I try to use any paint layers I run into a bit of trouble. So far it: 1) Masks properly, but after painting some more all of the albedo disappears after leaving painting mode. 2) Doesn't mask to color…
Hi all. I have made material in Designer and I want to have access to one of the masks from Painter to make it layer mask. Is there any way to do it? Thank You.
this should be relatively straight forward - use the 3 vertex colours to create 3 masks then run the base texture and the rust into a lerp with the first mask, the result of that lerp into another lerp with the second mask and the result of that into a third lerp with the third mask.
So, the masked blend mode is either on or off. 0 or 1. Along with the opacity mask input. If you want 50% transparency, I believe the blend mode must be set to translucent, and the mask should be plugged into opacity, not opacity mask.
if you want to use it as a mask create a layer mask on a new layer and paste the map into it. to get directly into the mask alt click it and then do the paste op. anything in this layer will be masked by the AO map. its a great way of doing grime.
This is something that is bugging me for a long time but here it got really annoying: How can I paint single dots in my mask, as in click paint mask without Zbrush taking it as a shortcut to blur the mask? I checked all the settings, searched the documentation and searched google and I'm beginning to think there is no way?