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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
I sometimes desired to mix metallic and not metallic effects.
Making a surface filter as metallic is possible only in the result, and this implicates that the whole filter becomes metallic.
Making a part as metallic and another part as not metallic is not possible.
What about adding a component to give metallic effect?
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
The metallic input takes an image, so you can set some part to black and another to white (or shades of grey) to control the metallicity amount.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I was under the impression that this was already implemented, as mentioned by ThreeDee. smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Let's take a concrete example.
This is one of my filters :



There is a stone area and a sky area.
If I simply make the whole result as metallic, the stone area will be ok, but the sky will look weird.
The best would be if I could apply the metallic effect only to the stone area.
I did this way :



This is a simple filter with two clearly separate areas.

The problem is that sometimes, after making an area as metallic, we may need to use other components.
Example : if in the previous filter I want to add lightnings falling from the sky to the stones or water covering the lower stones, it may be very complex to make a selection or maybe even not possible.

And also, if we just connect it, we lose the chance to set the Metallic amount ( and Reflectivity and Reflection Blur, if they are connected ). Or is there a way to do it?
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Hi Ramlyn,

That is in the right direction. You don't need to make the sky Metallic input transparent, just black. The Metallic Amount is relative to the grey level you feed into the input, 0% being black and 100% being white. Let's say you wanted a 30% Metallic setting for the lower part, you would feed in a 30% grey into that area of the Metallic input, and 0% to the sky. Similarly, you can control the Reflectivity and Reflection Blur by feeding a different grey level into it, including a variable grey level (which is essentially what you have done in your example by feeding an image there).

If you wanted to add water to the lower part with a different reflection setting, say 90%, you can use the same method (Mask/Threshold/other) as you use to separate the water from the stones in the image itself to separate the reflection amount between the water and stone areas, and feed 90% grey to the Reflection input for the water areas.

TD
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
The maps would look something like this (except that you would have water in the water areas of the image as well) with different Metallic/Reflection/Blur settings for each area. Note that I've made the fade-off between the ground and the sky a gradient so that it gives some atmospheric depth, meaning the metallic amount fades into the distance. I presume it would look more natural that way.

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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Thank you so much for the interesting explanation, ThreeDee.
I didn't know about this way to use the settings in the result component. smile;)
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