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Mask Blend

MM_KurinAssetMaskBlend_01a: blends Base + R + G + B layers by an RGB Blend Mask texture instead of vertex color. For assets whose layer layout is painted or baked in Substance.

Setup

  1. Paint the Blend Mask on UV1 with a soft brush: R / G / B = where each layer lies, black = Base. Layers tile on UV0.
  2. Make an instance, put the mask into 01 Blend Mask, fill the layers; Use Layer G? / Use Layer B? add layers.
  3. Turn on Use Height Map? per layer so edges follow the height.
  4. Vertex color still works: B = puddles (Use Weather Layer (VC B)?), A = dry areas (Use Dry Mask (VC A)?, Fill A = 1 first).

Base groups

Group Key parameters Tip
01 Blend Mask Blend Mask, Blend Mask Uses UV1? Off = the mask uses UV0
Layer Base / R / G / B Height Scale (cm), Height Offset (cm) Offset -1 sinks a layer 1 cm under the others
Layer R / G / B blend Mask Contrast, Height Blend Contrast, Blend Distance Higher contrast = sharper edge

Add-ons

Add-on Switch / key parameters What it gives Cost
Blend Breakup Use Blend Breakup?, Blend Breakup Strength Noise breaks up soft mask edges +1 lookup
Layer Seam Use Layer Seam?, Seam Strength, Seam Width (cm) Lit / shadowed rim where one layer sits on another ~25 instr.
Layer Border Use Layer Border?, Border R / G / B Color, Border Width (cm) Band along the layer edges (cement seal) ~20 instr.
Cover Use Cover? Snow, sand, dust on top
Weather Use Weather? Wetness, puddles, rain, frost
Landscape Blend Use Landscape Blend? Mesh blends into the terrain
Virtual Textures Use Virtual Textures? Uses the (VT) map slots

Tips

  • Thick layer (plaster on brick): Height Offset (cm) +1.5–2, Height Range (cm) 6–8.
  • Noisy band at a flat edge: raise one layer's Height Offset (cm) or Height Blend Contrast 5–10.
  • Blend Breakup only moves soft edges: hard 0/1 mask edges stay hard.
  • Layer Seam: needs different layer heights. Sparkles: lower Seam Max Slope.
  • Layer Border: cement = Border R Color (0.30, 0.29, 0.27), Width 0.8–1.