Hi. I'm really try all to figure out how to mask a normal map. I need to assign a normal map but mask part of that on surface. How to do that?
Thanks
A tangent normal is a vector(0.5,0.5,1.0);
This is the light blue base color of a normal map that isnt colored either red or green.
So your job is to lower all the values inside your mask which sits above some value.
I use a noise to control which points gets forwarded to the original normal map or the vector(0.5,0.5,1.0)
attached a special interpolate node that has a condition check against the noise.
Now, you work in the mask threshold via the value "a" in the UI of the shader. and can move the mask to be either invisible or be in full control of the output while maintaining the ground tangent space normal ( unaffected )
shader NormalMask ( vector Input = 0.0, // The noise map, or any other control map, texture etc. vector Min = 0.0, // your original map vector Max = vector(0.5,0.5,1.0), // Your base tangent used to fill the spot for the noise mask float a = 0, // the threshold value output vector Out = 0.0 // the Output ) { vector mi; // generate a vector container to store the condition in if its true if ( Input[0] > a) // check if the inputs .x channel is over the value a { mi =Max; // if so, inject Max value to mi } else { mi = Min; // else stick the Min value into mi. } Out = mix(mi,Max,Input); // Mix between the analytic mi and Max, via the noise Input }
Did you get this to worK? You should be able to add a mask into the strength of an ai_normalMap node. The Strength attribute does not show up on the node by default.
Hello everyone. Thanks to answer me. I apologize but I will ask for bump map, i don't know why types normal. As the title my problem is mixing bump, controlling by mask.
Thanks
If you just work with bump values.
Use an interpolate node, and use the mask as the controller between A and B.
Here the bitmap mask dictates where the bump occurs.
The Arnold node is called:
Mix RGBA