When you use the Brush tool in tandem with masking, painting white will reveal your adjustments or add to your mask, while black areas will conceal your adjustments or subtract from your mask. With this technique, you can fine-tune masks across layers for precise and consistent edits that you can easily undo if necessary.

I created a macro that is putting up a bunch of layers for me with various functions for people photography. After the latest update to 2017.1.0 20170309.r.207 my macro errors half way. I have debugged it and am seeing that the step that no longer work is when I invert a layer mask with Ctrl+i.


Invert Layer Mask Cs2 Serial Number


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For some reason the layer is marked as red. When I stop the macro I cant even select the layer mask. I can put a layer mask on another layer, invert it with ctrl + i. If I go back to the layer Sharp 2.2, I still cant mark the layer mask for any modification.

It looks like it's stopping on creating the adjustment layer rather than inverting the mask. What type of adjustment layer is suppose to be made? Have you tried double clicking on that step to rerecord just that step?

It looks like you have targeted the layers content on a layer that has a layer mask and you are trying to adds a layer mask with perhaps Alt+Click on the add layer mask icon in the bottom of the layers palette. Being there is a Layer mask already on the layer Make is not currently available.

I do not know why the step fails. The action not script was able to select that layer 6 steps before high pass filter it 2.2 px and add a reveal all layer mask. I do not know why it is red I do not see where the layer was created. The Action then processed layer soft and created layer skin and was able to select layer Sharp 2.2 again. IMO Make adjustment layer should be available.

If you need to "invert" a mask, Ctrl + click on the mask layer to make a pixel selection, go Select > Invert Pixel Selection (Shift + Ctrl + I) and click the mask button. You end up with the original mask and an inverted mask.

I think the issue with inverting a vector mask lies in determining where the outer edges of the new mask would end up. In AP, when you invert a pixel mask, it assumes the entire canvas size is what you're working with. With a vector mask, the app would have to know what the bounds of the new vector shape would be: the dimensions of the vector itself? the dimensions of the object being masked? the page size? The dimensions of the object being masked would make the most sense, but there could be different use cases.

I have tried this numerous times and am unable to Invert the Layer, either by using keyboard or menu commands. No "black mask" (the inverted layer) appears when I Invert the Layer. Nothing at all happens. I've attempted this manipulation several times without success, and am certain I have followed the (verbatim) instructions on these videos. My software seems updated.

Thank you for the response. Unfortunately, I've re-read your first paragraph three times and do not understand it. If you're asking if activity of any sort is possible or impossible despite the quirk with the thumbnail, the answer is Apparently Impossible. I ignored the thumbnail's failure to become black and kept calm and carried on by applying the Paintbrush on the Live Filter layer, but it's the Emperor's New Clothes. If some change has taken place, without any visible artifact or traceable History--which the thumbnail mask would "prove"--I can't see it. Even if there were a History entry, if I can't see it, I don't know of what use the "new clothes" in History would be.

I honestly don't understand "mask-nested object" and "layering structure of the document." Thank you for the response, though. Here is one unintentionally comic #1 video dealing with this High Pass/Invert Layer problem. Here is an infinitely better: #2 .

I am trying to use a CALayer with an image as contents for masking a UIView. For the mask I have complex png image. If I apply the image as a view.layer.mask I get the opposite behaviour of what I want. Is there a way to reverse the CAlayer? Here is my code:

What I would do is construct the mask in real time. This is easy if you have a black image of the logo. Using standard techniques, you can draw the logo image into an image that you construct in real time, so that you are in charge of the size of the image and the size and placement of logo within it. Using a "Mask To Alpha" CIFilter, you can then convert the black to transparent for use as a layer mask.

A GameObject can use up to 32 LayerMasks supported by the Editor. The first 8 of these Layers are specified by Unity; the following 24 are controllable by the user.


Bitmasks represent the 32 Layers and define them as true or false. Each bitmask describes whether the Layer is used. As an example, bit 5 can be set to 1 (true). This will allow the use of the built-in Water setting.


Edit->Settings->Tags and Layers option shows the use of the 32 bitmasks. Each Layer is shown with a string setting. As an example Built-in Layer 0 is set as Default; Built-in Layer 1 is set as TransparentFX. New named Layers are added above bitmask layer 8. A selected GameObject will show the chosen Layer at top right of the Inspector. The example below has User Layer 13 set to "Wall". This causes the assigned GameObject to be treated as part of a building.


In the following script example, Physics.Raycast sends a ray into the world. Camera.main can be rotated around the y-axis and fire a ray. Three GameObjects represent walls that can be hit by the fired ray. Each GameObject has GameObject.label set to the "Wall" layerMask.

Update: The solution to that particular problem, which got revealed bit by bit, was, that the Memory Layer Saver plug-in had to be installed to make the mask layer, which hides the labels, persistent and gets saved with the project.

A luminosity layer mask on the luminosity-painted Burn/Dodge layer is the way to reveal the good parts of this bad paint job. Interestingly, the Light Lights mask, the one that was inverted for luminosity painting, can now serve as the correct mask to reveal the desired darkening in the pixels that were originally too light. While simply adding the Light Lights mask as a layer mask does a pretty good job, I prefer to actually paint the mask through the Light Lights selection so as to create a more precise reveal and to augment it with multiple brush strokes in specific areas. The procedure is as follows.

The image that results after painting the layer mask for the Burn/Dodge layer is shown below. The rollover is the unmasked layer with the gloppy luminosity painting that was visible without the layer mask.

Below is the final image after the blur was applied to the layer mask. The rollover is the image with the unblurred layer mask. The difference may be hard to see in this size image, but it has a nice effect on a larger jpeg and the actual print.

The question is: How do I use/create layermasks to use with, e.g., Physics.Raycast or other Physics functions? For those who don't know: a layermask allows you to specify certain layers to exclude/include in certain physics functions.

layermasks work by setting bits in an integer value to 0 (false) or 1 (true), which represent whether or not to test against a certain layer. The first bit from the right is used for layer 1, the second for layer 2, etc. So a value of 00000101 (decimal value of 5), which has the first and third bit set to 1 (true), will test ONLY against layers one and three.

Remember that a value of 1 in decimal is 00000001 in binary. So if you bit shift 1 by n places to the left, you will end up with the nth bit being 1 and all other bits being 0. Based on this, the following code will produce a layermask which can be used to only test against the given layer:

To produce a layermask which will test against more than one layer, you can use the binary OR operator (|) to produce a new layermask. A bit in the new layermask is true if the corresponding bit was true in either one of the layermasks it was made from:

(Note that adding layermasks together with (+) is usually not wanted. For example, adding two layermasks that both contain the same layer, such as 00000011 (layer 1 and 2) and 00000110 (layer 2 and 3) would produce 00001001 (layer 1 and 4), while with the bitwise OR operator (|) you get 00000111 (layer 1, 2, and 3) as expected.)

To test for all layers except the given layer, just use the bit inverse operator (~). The bit invert operator takes every bit in an integer, and swaps it from 0 to 1 or vice versa. So ~00000010 equals 11111101, which would test for every layer except layer 2.

Allright, now that you see we're setting bits to enable the different layers, let's look at how we generate the bit field from scratch using C#. In my example, I will make three masks that can be used to query NPCs, SpellCasters, and "NPCs and SpellCasters". We'll use Physics.Raycast in our example.

Mastering layer masks in Photoshop can take your photo editing skills to a whole new level. One of the most powerful techniques to learn is how to invert masks, which can create stunning effects and open up a world of creative possibilities. In this blog, we'll explore the ins and outs of layer masks, how to work with them, and how to make the most of the Photoshop invert mask feature. Let's dive in!

Layer masks are non-destructive editing tools in Photoshop that allow you to control the visibility of specific areas within a layer. By using a combination of black, white, and shades of gray, you can create a mask that hides or reveals parts of the layer, giving you precise control over your edits without permanently altering the original image. be457b7860

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