I want to create paperhanging for my interior scene, and I want the Pattern on my Wallpaper to be Black and everything else to be its normal color, I tried but everything I can make is exactly the opposite what I want.
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$\begingroup$ could you upload the blendfile $\endgroup$– gladysAug 5, 2015 at 17:34
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1$\begingroup$ maybe you should set the top texture to non-color, because you are using it as a mask. $\endgroup$– gladysAug 5, 2015 at 17:36
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$\begingroup$ I tried it doesn't really helps $\endgroup$– A.D.Aug 5, 2015 at 17:50
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1$\begingroup$ instead of the mix shader you need the color --> mix RGB $\endgroup$– gladysAug 5, 2015 at 17:57
4 Answers
You need to create a mask (a black and white image) from the range of values you want to color in your image texture, explained in this answer.
In the nodes below I used a ColorRamp node to select the range of values (the highlights). You could set the interpolation of the color ramp node to Consent, but I left it at the default of Linear so that there is a smother transition between the original image and the new color.
The output from the color ramp is the mask. Plug that mask in to the Fac of the Mix node, the bottom socket is the color that all the highlights will be.
I did not have your exact texture, so the stops in your color ramp node may have to be in different spots to select the correct values.
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$\begingroup$ Ok, that works pretty decent, though it also affects the other parts slightly. But what would I do if I would like the glossy shader to be on the place of the Black Diffuse. $\endgroup$– A.D.Aug 5, 2015 at 18:06
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Try inverting the image texture before hooking it up to diffuse instead of using it as a factor.
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$\begingroup$ If this doesn't work I sincerely apologize as I'm away from home and posting this from my recent memory on my phone. $\endgroup$– JoepAug 5, 2015 at 17:34
To replays the Diffuse Black I plugged my texture through ColorRamp into the Factor of the Mix Shader with Diffuse Node and Glossy Node, I made the Glossy Orange so you could see. Works Great
Thanks a lot to David, changing the ColorRamp to Constant really helped