Greetings, I have some doubts which I have not been able to clear even after researching for quite a while, so I thought I might get some answers here.
In a layering project, say I use multiple mesh masks to procedurally generate the area that I want to fill with a multi-channel layer. However, the combination of masks I am using require me to do some post processing later, and that includes blurring the resulting layer. But applying the blur effect on this layer seems to do nothing, since it’s not really applying to the mask but the color within the mask, which is a fill color, so no blurring shows. Applying a texture shows that the color within is indeed being blurred, but it just doesn’t bleed out of the mask, and I want it to. I assumed there’d be a mesh mask that would help with this, but not even the mesh mask builder seems to offer a global blur option.
I’m clearly missing something, so I was hoping someone here would be able to send me on the right direction. Appreciate any and all advice about this, thank you very much in advance.
(Also, barely related, but why are multiple filters such as the edge detection filter not working in the base color layer? I understand they work in grayscale, but shouldn’t I just be able to turn RGB into grayscale? How else am I supposed to do edge detection for my base color channel beyond using curvature maps?)