Hi,
The presentation itself may be a bit misleading, because it supposes you can affect the mask layers with custom channels, but that's not possible atm (the blister filter also uses a green key color for further masking).
Also, there is almost no documentation regarding custom channels, which leads to some confusion.
The "age" channel is just a custom channel with a custom name (string) done is SD.
These custom channels have no effect (only on the default in and outputs) on the default shaders in SP, unless you create your own plugin + shader.
If you look at the other presentations, the main purpose of these custom channels is the ability to export masks, stored in these channels, for the use in unreal engine.
Regarding the blister effect itself - it's not that complex. You can achieve this with (exposed) histogram scan and some additional height map blendings.
You can find examples on substance share or here in the forum -> "peeled paint/metal".
So, if you don't need a dedicated pipeline workflow for exporting custom masks for you engine, you don't really need this kind of custom channel filters, a material/ substance is sufficient.
Hi, Deck13
Thanks for your comment but I'm not sure if I got the point you want to say correctly.
I've done a simple test along with 'heat channel demo(it shows at the end of the video)', and I've also attached the result as shown below.
I'm happy with the result even though it's not so perfect as Bradford's heat filter. I did not create my own plugin and shader for that. As you can see from below, I created a simple heat mask in conjunction with heat channel.
So I think it's ok to conclude that I can affect the mask layers with custom channels without any other specific shader. One more thing I found is that custom channels should be set BEFORE you add custom filters to the layer stack in SP. I don't know why but it's true.
And I also set the drop down option next to channel name to L8. I'm not sure if it really matters. I just did it like that because Mr. Smith did it so(Actually I'm not familiar with such technical terms. I'm learning little by little).
I've achieved what you said that it's impossible. Did I get your point correctly?(I probably couldn't for English is not my native language.)
Speaking of the usage of custom channel in SP, it seems that I still need to work with it no matter how my project policy would be. I mean even though my project doesn't need me to export the custom channels out to the game engine, I think using custom channels looks very handy when it comes to combination with mask generator or brushing.
What I couldn't get is of the paint blistering filter, especially the way how I organize the nodes for purpose of conjunction with custom channel in SP. Where should I feed the input node to?
If I miss something important, let me know please.
Best Regards