Masks and blending
A mask is a heightfield interpreted as influence: 0 chooses A, 1 chooses B, and intermediate values transition between them.
Procedural masks
Use Range for a soft elevation or analysis band, Threshold for a hard cutoff, Slope for steep ground, Flow Map for channels, Curvature for ridges and hollows, or Contours for repeating elevation lines. Blur softens a hard selection; Distance turns a hard boundary into an inward or outward falloff.
Painted masks
Use Paint Mask when the location matters more than a mathematical rule. Paint over Height, Material, or Slope so strokes align with the evaluated feature beneath them.
Blend versus Combine
- Blend interpolates two heights under a mask. For materials, it selects or dithers between A and B.
- Combine applies mathematical blend modes to heightfields and offers simpler A/B precedence for materials.
Example:
Grass material → Blend · A
Rock material → Blend · B
Slope → Range → Blend · Mask
Blend · Out → Build Map · Material
If a mask looks reversed, insert Invert rather than rebuilding the upstream analysis.