Hello @BrunoWerneck Right click on your texture node->convert to texture object. You can also place a "texture object parameter" node if you want to change it in a material instance, and assign the texture to it after placing the node.
Looks much more organized, and professional, and it gives me some protection. Is there a problem with that? You could translate it back to nodes if you would want to.
Thanks, i mostly are wondering, how exactly, with what nodes / textures / colors would be right to use output (R, G) of that mask. Can be there a generic screenshot of generic material, using Your function? Thank You.
Hello. Bought your material function on Gumroad, would like to experiment with it a little. My experience is limited, so I would like to ask, is there some nodes example(s), about how to use RG mask output (how exactly drive some material parameters), also maybe hints on filter width value principles? Would appreciate a…
Understood. My personal opinion here, a simple example nodes screenshot, packed along with function purchase would save you from most of question bombarding about usage. No need to remove it. Also, i do not need "money back", i will ask around to my friends who has more material knowledge, they will help. My best wishes,…
No. It gives you 2 masks so you need to use component mask and select either r or g. Red contains the convex edges and the green contains the concave ones. Then you can use these to drive other properties such as color, or roughness on edges. You can also combine those with some grunge map to make the lines less straight.…