I’m trying to add some simple surface imperfections to glass and mask part of it out with a musgrave texture.
I have a material and a node setup that I thought would work, but the area that is masked out still shows a sort of “cloudiness”.
Can anyone think why I’m not able to completely mask out the surface imperfections? If you look at the map of just the texture, the areas that should be masked out are completely black. Yet when I render, those areas are still rough on the finished product.