Cycles invert texture for displacement / bump map

Hello,

I have a sphere and added a diffuse material (cycles renderer) to it.
Then inside the node editor I added a Musgrave texture and linked it to the displacement input of the diffuse shader to get a bumpy surface. The white parts of the texture appear as bumpy. So far no problem.
Now I want to get the black parts of the Musgrave also bumpy but with a texture of type noise.
But I cannot invert the Musgrave texture to get the black parts white and use it as input for the Noise texture node.
I used the color invert and also a math node (set it to multiply with -1). But the black areas of the Musgrave keep black.
So what is the right way to invert a texture using cycles and nodes?

Thanks!

Easy as pie. Just use the Musgrave as color and factor in a Color mix node. In the second socket, you plug your noise. Done! :smiley:


In this example, I replaced the black parts of a Musgrave with some colorful noise. I used a color ramp (Note: Flipped!) to have better control on what is replaced… but you can use a simple Color Invert node or, even better, a Math node to calculate 1 minus the Musgrave. That’s the fastest way I know to invert a grayscale or a factor in the range (0, 1).


Here, I used the result of the Color Mix as a “real” color but, of course, you can do what you want with it, including to plug it as bump map.

Hi Kaluura,

thanks, this is exactly what I needed!