Combine with Existing
How to combine this mask with any existing mask in the input.
Clear the existing mask and replace it with the new mask.
Add the values in this mask to any existing mask.
Subtract the values in this mask from any existing mask.
Set the mask values to the difference between the old mask and this mask.
Multiply the values of the old mask by the values in this mask. This might be useful to "scale" existing values while leaving empty areas alone.
Set the mask values to the maximum of the old mask and this mask.
Set the mask values to the minimum of the old mask and this mask.
Blend the old mask and this mask by a certain amount.
The amount to blend the old mask with what you draw, when Combine with existing is "blend". A value of
0 leaves the existing mask, a value of
1 replaces with the new mask, a value of
0.5 blends equally between the old and new mask.
Latitudinal ("horizontal") direction of the light source, in degrees. A value of 0 projects the light along the the +X direction. A value of +90 projects light along the -Z direction.
Longitudinal ("vertical") angle of the light source, in degrees. Lower numbers give a lower angle and longer shadows.
The value to set the mask to in shadowed areas.
Amount of feathering to use around the borders of shadows. Set this to 0 to get sharp shadows, or increase to blur inside the edges.
Invert the mask, so the mask shows non-shadowed areas.
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).
The name of the height volume to operate on, usually