Hey.
I’m trying to do something in a particular way, which there is good reason for.
I have a setup here with a business card in it, as an example. There are various things going on. One of them is that I am combining two alpha masks to create a height map, which is then controlling the displacement on the business card.
Below is the output of the DEBOSS_EMBOSS_DISP_MIX node, which is displaying on the card on the right and which seems to be working as intended, however the colours aren’t quite correct.
i.e. The grey background isn’t the right mid-level (#7F7F7F). There must be a better way of doing this, which will also give me more control over the black and white levels of the masks?
What I am essentially doing is taking the mask for the Deboss (negative displacement):
And the mask for the Emboss (positive displacement):
Then adding them together and attempting to change the colour of one of the masks so that it is white (for positive displacement).
To create this:
Where you can see the displacement is working.
What I could really do with, as well as making sure all of the colours are correct (mid level, white and black), is to be able to add some kind of dither or blur to the mask to create more of a “slope” on the displacement.
Like you normally would do inside an image editor - and which I know is the way it’s usually done - but there is a reason for trying to do it all within Blender as it will streamline a workflow significantly.
I’ve spent some time looking into it but can’t find a solution for this exact use case. Someone had used a Diffuse BSDF to achieve something like that (the slope, feather, blur, whatever you want to call it). But I can’t plug the output of a BSDF into the displacement node.
Any help would be massively appreciated.
Thanks.











