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28 votes
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Is it possible to paint only on selected vertices in vertex paint?

Face selection masking is available in the 3D header when in 'Vertex Paint' mode: Because this works on faces you will only be able to paint vertices that make up a face, individual vertices or edges ...
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13 votes
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How to mask animated objects so they aren't visible past a certain area?

There are a good many ways of doing this, but here are a few: Mask editor In the UV image editor, set the mode to Mask and press New: Press ⇧ ShiftA>Circle to add a circle mask, the position ...
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13 votes
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Dilate/expand vertex color mask?

This cannot be done in shader nodes, because to Dilate (paint) a point on surface one must know the color of surrounding area of that point. The node that samples Vertex Color does not allow for ...
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10 votes

Is it possible to paint only on selected vertices in vertex paint?

One way you can do this is with the mask modifier: Add a vertex group of the vertices you want to paint on (or the area you don't want to paint on, whichever is easier) Add a mask modifier and toggle ...
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10 votes
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Animating the merging of multiple video strips

There are a couple ways, but I would use masks: With a strip selected, add a mask modifier in the properties region (N) by pressing Add strip modifier > Mask. I also like to set the alpha blending to ...
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10 votes
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Creating knob/dial with indicator strip

This one is driven by the knob rotation, so you animate the knob and the lights are good. Let's assume you are looking at your knob from top view. For convenience, you model a led and you parent led ...
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  • 342
9 votes

Creating knob/dial with indicator strip

Here is a solution to light up the individual LED's one at a time without any type of unwanted gradient effect. The basis of the effect is based on 36 equally spaced LED rectangles created by ...
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8 votes
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Object material that is completely transparent, but occludes other objects

I think what you want is a holdout shader. A holdout shader is like a transparent emission shader: wherever it is, it writes transparency (alpha 0). It still gets occluded itself. With the use of a ...
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  • 15k
7 votes

Invisible object that hides other objects (as a mask)

One way this can be done, is using the render layers mask layers. While this may not be as simple as Denis's answer, it's always good to know more than one way to do something, and it can be a bit ...
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6 votes
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Material Editor: Generate mask from color ID texture

Two independent node groups for creating a mask based on a color and a texture : material setup : the first node group outputs boolean 1/0 ( all comparisions are "less than "): the second node ...
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6 votes
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Button or menu entry to clear the sculpting mask?

AFAIK there is no proper button, the way to clear the mask without a keyboard shortcut is the menu entry Hide/Mask>Clear Mask.
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  • 94
6 votes

video editing: add mask has no menu

The first thing that you have to do is create a mask. There are two places where you can do this: In the Image Editor. Or it can be created on the Movie Clip Editor Go to the Motion Tracking ...
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  • 8,575
6 votes

Mask area not visible in sculpting mode

I can't write english well. So my answer is picture.
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6 votes

Use masks as part of materials in cycles

No, the MCE or UV/Image editor's masks will not translate upwards to the 3D view. They occur in the post phase of Blenders sequence of operations. Also I am told that its to hard to make a ...
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  • 8,794
6 votes

How to utilize material (or object) index behind a refractive material in cycle?

I don't think it's possible to utilize material (or object) index behind a refractive material as it is. Blender is correctly showing the mask of the object that form the camera point of view truly ...
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  • 24k
6 votes

How to utilize material (or object) index behind a refractive material in cycle?

Similar to @Carlo's answer you can set this up within a single blendfile (and within the same scene) by making use of the Render Layers 'material override' setting. Set up each object with a pass ...
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  • 42.1k
6 votes

How to put a mask into 3d space

Load the background image in the image editor Set the editor in mask mode On on the image click while pressing the Ctrl key and draw a mask for the area you want to use as foreground. Then in the ...
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  • 13.3k
6 votes
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How to animate a mask with interval steps and not consecutive flow animation

At last, a use for the Build modifier? Create a fan-filled circle-mask with the same number of segments as you have LEDs, rotate in Z to the desired start-point. Give it a Build modifier, set to the ...
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  • 54.4k
6 votes
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How to use an object to mask out other objects in 3.0?

Several options here: Check holdout option in object settings: Use a holdout shader: Turn on holdout toddles in outliner: and enable it for specific collections:
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  • 22.5k
5 votes
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Transparency with a mask

You can use the Set Alpha node found in : Add➝Converter➝Set Alpha use the mask node output as an Alpha input for the Set Alpha node :
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  • 18.8k
5 votes
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Face masking for texture paint in UV / Image Editor

Not really at the moment. Masks are not supported yet in the image editor though it is a feature that we will surely be implementing in the future.
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5 votes

Cycles alpha mask hole

Those are correlated alphas. That basically means that you're not putting layer B over Layer A, but putting layer B in a hole poked in Layer A. The regular alpha over operation, however, will work ...
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  • 2,150
5 votes

Cycles alpha mask hole

There are a couple issues. My first question is why are you using two scenes? That will really complicate things. In this answer I have only addressed one as you can copy that information to the ...
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  • 18.7k
5 votes

Dilate/expand vertex color mask?

Edit: does not work in 2.8 I propose another approach which is not vertex colors based, mainly because vertex colors influence is limited by the inner geometry of the mesh. Instead, we can use some ...
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  • 46.2k
5 votes
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Sequential channeling in Node Editor (no PBR workflow)

You can use "texture coordinate" input node and a "color ramp". The X output is between 0 and 1. So if we split the color ramp in three constant steps at 0, 0.3333 and 0.6666 we'll ...
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  • 46.2k
5 votes

Sequential channeling in Node Editor (no PBR workflow)

I couldn't help noticing an unsightly wipe in @lemon's answer, so here's a variation on it that switches. ..I'm sure this is what he meant ..
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  • 54.4k
5 votes

Apply mask/material by angle of an face

You could take the dot-product of the normal of the surface with the unit Z vector, as a measure of the angle with Z. It's cos(the angle with Z), if you want to <...
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  • 54.4k

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