Use the tab menu in the viewport to choose Height Field DrawMaskor
Add a Height Field DrawMask in the network editor, select it, and in the viewer click the Handles tool or press Enter.
Draw on the terrain to enclose filled areas in the mask.
For complex geometry, you might need to draw slowly to capture detailed shapes. If you draw faster than the computer can keep up, it will drop points and you will get “low resolution” shapes.
You can draw multiple shapes in the same node.
Left mouse drag adds to the mask, middle mouse erases from the mask.
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.
Changes are applied directly onto the old mask. This is helpful when you wish to directly manipulate the underlying mask.
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.
The plane onto which your drawing is projected. There are basically two useful options: the plane corresponding to the orientation of the volume (ZX by default) so you can draw looking “down” at the ground, or “Geometry” so you can draw onto the visualized terrain.
Project onto the given plane. Choose the plane that corresponds to your volume’s orientation.
This option is copied from the underlying Stroke SOP and is not useful for height fields.
Finds the geometry under the mouse as you draw and maps it onto the corresponding coordinates on the ground plane.
Inverts the output, so the mask is filled where you didn’t draw and off where you did.
The value to fill the mask with inside the shapes you draw.
How to blur the edges of the mask. The effect is only visible when Blur radius is greater than 0.
Instead of blurring, expand the drawn shapes.
Instead of blurring, shrink the drawn shapes.
How much to blur/expand/shrink the edges of the filled shapes (depending on the Blur method). A value of 0 has no effect.
This tab has separate sub-tabs for each drawing stroke, from the underlying Stroke SOP. This is mostly useful to delete the last stroke, or clear all strokes.
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).