You should be able to use an anchor point for that? Create an anchor on your painted height, create a new fill layer and reference the painted height in the mask.
You can find the toggle here: Also, you can use this mode to auto mask based on UV islands as well: You must create a white or black mask for the layer first, then use that mode to fill in UV islands or even unconnected geometry with a white or black value. I concur with this to some degree. The solo channels are fine, but…
@Hermit: Painting with Stencils should work in 2d, but the scale is broken in the current build, this should be fixed in the next update. @dtschultz: You can rename layer by clicking twice on it, like in the windows explorer. Levels and all sorts of layer effects and adjustments are coming very very soon. You can already…
It's a rather simple effect actually. I have a mask that tells me what is cloth and what is skin (cloth= white, skin = black). The diffuse input is where I paint my simple particles. I use this mask to drive a Non Uniform Blur after adding a little bit of noise to it. This effectively allow me to blur the blood trail…
that's correct Goobatastic. with the metalness workflow, all colour information is in the diffuse. your shader then uses the metalness map as a mask to "pull" the reflection data from the diffuse map.
Maybe I'm missing something, but is it possible to select/copy/paste parts of image in 2D view like in PS? Because for now, to create layer mask, I need to paint it manually. But I want to use information from Height map for example, to mask some elements... Also, can I paint in specified direction? Like when you press…
- Is there no way to angle jitter particles? - How can you reset your stencil, say if you rotate it and you want it straight again? - How do you adjust opacity of stencils? Also to tell them to not show always/show when painting/not show when painting? - Probably just me, can't figure out how to do simple masks by…
I don't think it deservers it's own thread so I will ask here. I created material based on tutorial I found on Allegorithmic youtube. The paint layer has mask created by all those special layers (fill generator etc.). As you can see the mask has those regular wear marks on the edges. It's just fill layer with curvature…
You should apply different materials to your mesh parts before exporting them if you want to apply different materials on them or bake color masks in SD.