3ds Max Materials and Mapping Placing maps with Texture Object Mask

And that’s not displacement of the geometry, like an ordinary displacement map. This is simply varying the edge or the boundary between the Above and Below. And we can just use this existing Forest Noise map for that purpose. Connect the output of Forest Noise to the Displace Texture input over here on the Texture Object Mask map. And we can now see that it’s listed here. Do another test render. We don’t see a lot of effect, and that’s because we haven’t adjusted the displacement amount. Going back in there, we’ve got the displace amount here. Set that also to a value of 0.3. Once again, do a test render. And we can see that now it’s spread out and it’s got some variation. What’s happened here is we’ve added the values of the transition map, so that now it’s extending further into lower elevations. We can compensate for that with one last attribute. And that is the Transition Bias. We can restore the general location of that transition line by giving this also a value of 0.3. And do our last test render. And now we’ve got pretty much what we want. If we want, we can go back to our object, and move it around. If you have any issues with interactivity moving the object, you may want to switch into wireframe mode, with F3, and that may perform a little bit better. I’ll set my Z value here to, let’s say, 0.3. And here is the end result, after we’ve adjusted all of the parameters. And that’s how we use the Texture Object Mask map in order to define placement of two different textures in a single map channel

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