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This node adds two mask layers to the output. The
mesa layer marks areas where the node levelled the terrain. The
cliffs layer marks the borders of the clipped regions. You can use these masks in subsequent layers to apply different effects to just the areas that were clipped (or not clipped).
Click to set the minimum and maximum to the current minimum and maximum values of the input volume.
Turn on the checkbox to clip height alues below this minimum.
Turn on the checkbox to clip height values above this maximum.
Soft Clip Strength
The sharpness of the transition from the clipped value to the rest of the volume.
Soft Clip Scale
The unit-height to use in computing soft clipping. Because soft clipping is designed around unit range, to get very soft clips of height fields this scale needs to be increased.
Edge Mask Radius
Width of the area marked in the edge mask (
Generate Mask from
The name of the height volume to operate on, usually
If a mask volume is wired into this node’s second input, this specifies which volume in the second input to use to mask this node’s effect, usually
mask. Click the "Add mask paint" button to paint the mask directly in the viewport (this automatically adds a paint node to the second input).
Output Clipped Layer
If this is not empty, adds a mask to the output geometry named this (usually
mesa) that marks where the height field was clipped. You can use this mask to apply effects to areas that were or weren’t clipped.
Output Edge Layer
The node adds a mask to the output geometry named this (usually
cliffs) that marks the voxel borders around where heights were clipped. You can use this mask to apply effects to areas around the clipping.