I have a curvature map I baked using substance 3D painter, and I am trying to use it in my master material to highlight some edges on the mesh, or do anything at all… How do I use just the white to apply a mask/in conjunction with a mask? Am I able to filter out the grey using a lerp or something similar?
But the bitmap is entirely grey with edges as white and cavities as black. Example below. The only thing I’ve found is to subtract 0.3 from the curvature bitmap bringing the grey to black, saturate it to clamp values between 0-1, apply power to widen the white edges if needed, and use that as a mask. Another option I found was to multiply the curvature mask to bring the white value above 1, and then floor it to bring everything to either 0 or 1. Feels wrong though?
You can try using a blend overlay node in the material. That should allow you to see the cavity and edge information from the curvature map without the grey in the middle. You can also add a lerp into that too to control how much it’s blending.
There are some other blends you can try too, depending on what effect you want. Here’s a document about them:
Do you have an example as to how you’d go about doing this?
I tried a few combinations with an overlay node but no matter what the grey is always affecting the base albedo undesirably. I ended up subtracting 0.3 from the mask to bottom out the greys, and then applied a power node to help brighten the whites without turning it into a pure black and white. Then I saturated it and multiplied against a noise mask to break it up before adding it to the albedo.