Axis Mask by Jens Kafitz |
- Where to find it:
- Add Procedural Layer / Geometry / Extension Pack /
- NodeGraph / Right Mouse Click / Add Nodes / Geometry / Extension Pack /
Axis Mask lets you easily mask an object based on directions.
Node Overview |
- Axis Offset (XYZ)
Moves the Mask along an axis
- 3D Rotation (XYZ)
When mapped the red channel of the attached connection is used to drive the Rotate X Attribute,
the green channel the Rotate Y Attribute and the blue channel the Rotate Z Attribute
By default the Edge Blending Jitter uses a node internal noise to perform its jittering/randomization of edges.
By attaching a noise of your choosing to the Jitter Noise Connection in the Nodegraph you can overwrite this
internal noise.
- Tangent Space Normal
The 'Tangent Space Normal' Handle allows you to have the Axis Mask evaluated against the effects of a
normal map as well
MAIN TAB
- X / -X
Masks the object from the positive and/or negative world X Axis
- Y / -Y
Masks the object from the positive and/or negative world Y Axis
- Z / -Z
Masks the object from the positive and/or negative world Z Axis
- Falloff
The Falloff Curve determines the general Falloff of each mask axis to its sides.
With default settings and all axis activated, your object will get a fully white mask |
Jitter will make the edges of the axis mask less uniform/straight.
The Jitter Intensity determines the amplitude of the the Jitter.
You can overwrite the Noise used for jittering the edges by mapping the Jitter Noise Port in the Nodegraph
- Jitter Scale
Determines the Frequency of the internal Noise used for jittering.
Jitter Scale is ignored if something is attached via the Nodegraph to the Jitter Noise Port |
- Color A/B
The two colors that make up the mask.
Both colors support transparency so for example if you want to make the black part transparent, set the alpha value
of Color B to 0.
- Invert
Swaps Color A+B
- Invert Red
Will invert the Red Channel of the attached Normal Map
- Invert Green
Will invert the Green Channel of the attached Normal Map
OpenGl vs DirectX Normal Map Mari's Shaders by default expect a Direct X Normal Map. If you have an OpenGl Normal Map you will have to invert the Green Channel to get a Direct X Normal Map |
- Switch Red/Green
Allows you to swap the Red/Green Component of a Tangent Space Normal Map attached to the Node in the
Nodegraph
TRANSFORM TAB
Projection Axis Rotation |
- Rotate X / Y / Z
Allows you to rotate the global X, Y and Z axis separately to best suite your models need.
- Offset X / Y / Z
Allows you to shift the global X, Y and Z axis separately