I have created a mask for a global material using camera mapping putting the renderd image in the materials mask channel. But this technique is very limiting.
Is there a way to create a mask that works the same way as the irradiance map? I want to make a light calculation and reuse it as a mask in a regular material.
did that make any sense at all?
Is there a way to create a mask that works the same way as the irradiance map? I want to make a light calculation and reuse it as a mask in a regular material.
did that make any sense at all?