Learn how to convert existing textures such as Base Color or Normal Map into Texture Masks.
I have a brick base material I am using from Adobe Marketplace. It doesn't have any layers and no option to extract a Mask from it.
But I need a mask. This mask will help to control color of the bricks or mortar in UE5. The mask will help to separate what gets adjusted and what doesn't.
In this post I will show you multiple options of creating texture masks using Base Color or Normal Maps.
This tutorial contains following 2 methods:
Both in Substance 3D and in UE5, black and white values work the same way.
You can always invert these values at any time using Photoshop, UE5 1-x material node or in Substance.
Have a texture you want to get a mask for. It should have a clear separation of color that can be replaced. It shouldn't be uniform.
Here is the one I'm using for this example. You can see there is clear red and gray.
Go to File > New Project.
Drag and drop Base Color texture into Substance Sampler. When menu pops up, choose Texture Import:
Go to Layers > Color Replace:
You will see a small circle in the middle of an image. Drag this small circle over the color you want to replace. It will begin to automatically fill the selected color with its own.
Go to properties and set the following:
Once you like how the final mask looks, save it. Right Click on the image and Save Bitmap as PNG.
Now you have a mask from Base Color.
You can do this process manually in Photoshop.
Open the Normal Map in Photoshop and use one of the RGB channels. Adjust it using Levels. Then use that as your Mask.
But using Substance Sampler will give you faster and better results.
Drag and drop an existing Normal Map into layers tab or into empty canvas:
Choose Texture Import and use default settings:
Change viewport to Layer Outputs:
Add Normal to Height Filter into the layer stack. You now have a Height Map:
You could also add Normal/Height Adjustment filter to make additional Height Map adjustments.
Now, add Height to AO filter and make adjustments. You now have Ambient Occlusion:
Add another filter Brightness/Contrast to make final adjustments to your Mask:
Make sure to change Input Channel to AO for Brightness/Contrast layer then increase the Contrast and lower the Brightness:
Add Blur filter to soften the edges of your Mask:
You now have a mask texture to use:
Right-Click on the viewport image and choose Save Bitmap:
Set the following:
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