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



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