Masks
A mask is a greyscale map from 0 (black) to 1 (white). Masks describe where: where the ground is steep, where water collects, where trees grow. They drive colour, vegetation, blending and even erosion.
In the viewport, a mask is shown as a colour overlay on the terrain it came from.
Masks from terrain (Data nodes)
| Node | White where… |
|---|---|
| Height Mask | the terrain is between Low and High. |
| Slope | the ground is between Min and Max degrees steep. |
| Aspect | slopes face a chosen direction, such as sunny or shaded sides. |
| Curvature | there are ridges and peaks (convex) or valleys and hollows (concave). |
| Occlusion | the sky is open; dark in hollows and creases. |
| Flow | rain would run: streams and rivers. Also outputs flow direction and drainage basins. |
| Wetness | the ground is damp, near water or where water collects. |
| Rock Hardness | beds are hard (for erosion's Rock hardness input). |
Reshaping masks
- Select Range picks a band of values out of any mask.
- Distance makes a glow around (or inside) the white areas of a mask.
Masks from simulations
Most simulation nodes output masks alongside their heights: Hydraulic Erosion outputs Flow, Wear, Deposition and Sediment; Rivers outputs River and Riverbank; Sea outputs Sea, Shallows and Shoreline; Snow outputs Snow. These are often the most natural masks for colour and vegetation.
Using masks
- Combine takes an optional mask that limits where it applies.
- Settings with a mask port scale their value by a mask. See mask ports.
- Colour: Colourise turns a mask into colour, and Colour Layers and Blend Colours paint through masks.
- Vegetation: populations take Water, Snow, Allowed area and Occupied masks.
- Engines: Splat Map and Pack Masks turn masks into engine-ready textures.
