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Geometry
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Materials
Utilities

Shader Masks

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Attribute

Atrribute

The attribute to use as a mask.

Paint Attribute

This is a work around until Blender makes their own attribute painting system and allows for editing attributes created in geometry nodes.

Edit the attribute mask if one is selected, otherwise create a new one and edit.

Things to be aware of for this work around:

This operator creates a duplicate mesh that stores the attributes on it for this terrain. This mesh is not updated again until the button is pressed. See the Advanced settings below for alternative options to deal with the mesh not updating.

From Min

The lower bound of the range to remap from.

From Max

The higher bound of the range to remap from.

To Min

The lower bound of the target range.

To Max

The higher bound of the target range.

Advanced

Only visible after using the Paint Attribute button

Keep Dimensions

Scale the attribute mask to match the dimensions of the terrain regardless of changes after the fact

Same Topology Override

Force using ray casting as method to grab the attribute. Don't assume the meshes have the same topology.

Ray Length

Distance to look for the attribute mesh

Distance Mask

Use the distance from an object to mask the current layer

Object

Select the desired object that will serve as the center of the distance mask, where the values will be set to 1.0. This selected object will act as the focal point for the distance mask, with its associated values set to 1.0.

Distance

How far out to fade out

Min Density

The multiplier at the end of distance and to eternity. This effectively lets in more of the previous layers

Max Density

This multiplier at the object.

Height

Split Falloff

Use different falloff values for minimum and maximum

Split Randomize

Use different radomize settings for minimum and maximum

Min Height

The lower limit of the mask

Max Height

The upper limit of the mask

Normal

Normal Picker

Choose a normal by clicking on a place on the terrain

Target

The normal vector that is being targeted.

Threshold

Permits vectors that are in proximity to the designated "Target" to be included as well.

Patch

Easily vary the shader layers in order to break up a monotonous texture
Seed

Randomize the patch locations.

Amount of Patches

INcrease the scale of the patches.

Mask Expansion

Grow or shrink the patches to see more or less of the texture layer.

Edge Noise

Vary the amount of randomness along the edges of the patch.

Example

In the above image there are 4 different grass layers all using patch masks to blend together.

This image shows the distribution of each layer. Each color is a different layer.

Path

Curve

The curve to use for the path

Draw Curve

Easily set it up for drawing a curve object for the path.

Resolution

Change the resolution of the curve for smoother lines.

Distance

How far from the curve the path should extend.

Distance Mode

Where to pull the distance

  • Relative Radius (Default): Distance works as a multiplier of the radius of each control point. The default radius of a control point is 1 so if no control points are set this will act exactly like the Distance setting.
  • Distance: The path will extend exactly the amount from the curve as set
  • Radius: The radius of each control point alone affects the distance

Slope

Slope Factor

The extent of incline that is incorporated into the mask. A value of 0 signifies that no slope is included, encompassing areas that are flat and parallel to the ground. On the other hand, a value of 1 implies that slopes up to and including 90-degree cliffs are considered and included in the mask.

Strata

Seed

Randomize the strata pattern.

Distortion

Scale

How large the strata pattern will be.

Strength

How strong the distortion is in any given direction.

Detail

Vary the randomness of the strata edges.

Texture

Use a texture to blend between the current layer and previous layers.

Texture Type

The type of texture to use

Pick From RGB

Many texture types output a color. With this enabled you can choose what channel of the color to use as the blend mask. Otherwise the single value output is used or the color is averaged if there isn't a single value output available.

R/G/B

The rgb channel to use for blending of the active texture

Mapping

Use either the position of the vertices or the object's UV Map to place the texture.

UV Type

Texture Settings

The setting of the active texture. See Blender Docs for more information.

Remap Values

To alter the range of values for this mask, you can employ various methods:

  • Map Range: Utilize From Min/Max and To Min/Max values to modify the range of the mask's values. This method allows you to remap the existing range to a new range.
  • Easing: Employ predefined curves or create a custom curve to adjust the range of values. Easing functions enable you to control the smoothness or sharpness of the transition between values.
  • Ramp: Use a ramp to manipulate the range of values. By configuring the ramp's control points, you can reshape the mask's values to suit your requirements.

Transform

Reposition, resize, or rotate the active texture

Valley

The valley mask feature grants users the ability to focus on either valleys, which are concave areas, or ridges, which are convex areas. With this functionality, users can selectively identify and manipulate these specific topographical characteristics within the terrain.

Threshold

Adjust the level of inclusiveness to target areas that are progressively less concave or convex.

Use Ridges

Target areas that are convex or ridges

Falloff

The distance from the fully selected areas under the threshold to where the mask selection gradually fades out.

Remap Values

The Remap Values mask is more of a modifier to the masks than a mask itself. It does not add or remove anything to the mask but instead edits the values as they exist up to this point in the stack.

This mask modifer edits the values in 3 possible ways:

  • Map Range: Utilize From Min/Max and To Min/Max values to modify the range of the mask's values. This method allows you to remap the existing range to a new range.
  • Easing: Employ predefined curves or create a custom curve to adjust the range of values. Easing functions enable you to control the smoothness or sharpness of the transition between values.
  • Ramp: Use a ramp to manipulate the range of values. By configuring the ramp's control points, you can reshape the mask's values to suit your requirements.
Created:
February 26, 2024
updated:
March 11, 2024

True-VFX

Author |
Zach @ True-VFX
Shader Settings
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