Isolate a Single Color With Material Nodes?

The idea is straightforward: I have a procedural texture generated with a mix of Noise and Voronoi textures, creating a bunch of noise-distorted voronoi cells. I am looking for a way to isolate a single cell of this generated texture, and I believe the way to do this is to look for the color of the cell, since each cell has a unique color (given the way Voronoi Cells works in Blender). Is there a way to do this inside the material node? Or do I need to export this texture first, isolate this color in another software and then import back to blender?

Could use the chosen color to create a mask. Mixrgb difference and then check for 0 difference is one way.

JA12’s method would look something like this (and is probably exactly what you want in this voronoi case):


Of course I didn’t remember the question correctly, so I made this which is more of a color mask generator based on textures. It’s based on HSV separation with separate tolerances for each channel, a smootherstep curve, and brightness/contrast controls for the mask. Outputs are the mask itself and mask multipled with original input. Top part of image shows how the node group is used. I was just messing around, and others might have made better versions already. I kinda doubt it is very useful though, other than dynamic changes where you don’t want to pregenerate image sequences.

Should it be gaussian bell curve? I don’t know, I didn’t check. The setup looks like this:


The smootherstep function, although it can also output linear (same as linear ramp with numeric controls) and smoothstep:


Thanks for all the answers!!;):wink: Indeed, JA12’s method worked fine! (And I also want to test CarlG’s Node Tree). Well, this pretty much solved my problem, so if any Admin wants to close this thread, you can do it