Hey guys!
Probably a fairly obvious question, but is it possible to save masks without associating them with a terrain layer or a detail layer in order to be accessed by secondary tools.
I've been trying to optimize our terrain pipeline, and want to split the splatmap generation from the scattering. I have multiple helper masks that I would like to keep and not blast away during the splatmap generation phase.
Is there an attribute that can be specified in order to achieve this?
Cheers,
Ilia