Axis Mask by Jens Kafitz


Where to find it:


Add Procedural Layer / Geometry / Extension Pack /


NodeGraph / Right Mouse Click / Add Nodes / Geometry / Extension Pack /




Node Overview

Node Ports

Node Properties

Main Tab

Direction

Edge Blending

Color

Normal Map

Transform Tab

Projection Axis Rotation

Axis Offset



Axis Mask lets you easily mask an object based on directions.

Node Overview



Node Ports


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



Jitter Noise

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



Node Properties


MAIN TAB

Direction


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



Edge Blending


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 Intensity

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


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



Normal Map


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.



Axis Offset


Offset X / Y / Z

Allows you to shift the global X, Y and Z axis separately