I would of thought the colorramp as the factor would be enough to use the musgrave as a mask, I can’t think of a reason why it wouldn’t. The easiest way to check is jsut have black & white as the colours in the mixrgb and use the musgrave as a mask. you should see full rough and full glossy in the respective areas. After that, simply replace one of the colours with an input from a noise texture, i’ve done similar in the past.
Blend file: MaskTest.blend (972.4 KB)
I don’t know why this doesn’t work for you (if I understood your problem correctly) but it does work with a Color-Mix-Node and Multiply. See screenshot, hope this helps!
That’s odd because it works fine on my system, the roughness where the musgrave is white is fully rough, the roughness where the musgrave is black is controlled by the brick texture.
Hi there
Just to add my example as well. Mix and Multiply can look the same sometimes by the way, it depends on how you plug it in, of course the mask should go into the factor. Here is my quick take on this. I picked the noise colour from the brick and mortar