I want to use a color attribute node as a mask to mix two textures.
No problem so far.
But after color attributes are based on the mesht topolgie I would like to add procedual more details to this mask, but only on the corners of the mask.
If I would use an image for the mask, this would be no issue, because an image as vector information which I could utilize for disortion.
But an color attribute has no vectors which I could distort.
So, is there a way to distort the corners of a mask painted by a color attribute?
yeah, I already tried a mix node, but I want only distort the edges of the mask.
With a mix mode I also change the white area which I want to have white.
hmm, it has to be possible with playing colorramp or map range, my brain stopped now. I normally do that with geonodes but i forgot. Will look into that later today when i have time.
yeah, i couldn’t do that, probably easy to do, cant figure out that for now. But this is really fun, all kind of crazy brush can be made here with math nodes. Just realizing. I will dig this more when i have time. Try playing with values of compare node, with epsilon etc.
I guess this will not work, because the brush would be limited to the mesh density.
That the main reason why I asked if you could use some kind of distortion to add smaller details then the mesh
How much it counts where the mask is?
You can create a procedural splash, out of musgrave or noise, just one spot, and then move it with a mapping node?
But maybe it’s helpfully to describe what I want to do.
I’m using from DAZ studio Genesis human figures which I convert to Blender.
I want to mix skins, e.g. a race transformation from white to black.
Therefore I could utilize the weight maps from this figure and convert the weight maps to color attributes to have transformation zones for the skin which could be e.g. used in an animation to make a skin transformation zone by zone.
But it would be nice if on the edges of this zons would be some kind disortion, to give these zones a more organic look.
I can’t really paint details on this chin,after the mesh density don’t allow it, if I use color attributes.
The alternative would be to paint a texture, but the downside of using a texture is that it’s costs some VRAM and I can’t utilize the weight map as a base for the zones.
Therefore I thought it would be pretty nice if I could somehow use color attributes (which I can, of course), but I would like to bring a step further and have more control, indendent from the mesh density.
just played a little bit with the settings.
it possible to a much better blur with the right settings.
but I hoped to get a white->black transition on the corners with the blur. looks like that’s not possible.
that would be of course the king class for transition maks to have also a white->black transition
I played now around an hour with this approach.
Didn’t managed to get a real soft organic transition effect.
I guess this is simple not possible with current Blender nodes.
Also tried a setup where I had multiple layers of this effect, layered above with multple strengs and sizes.
But still to hard for a skin transition.
I guess I have still to paint here those maps as a bitmap.