The Texture Object Mask is a new type of composite map. It combines two other maps, similarly to the Mix map that you may be familiar with. For Texture Object Mask, the transition between the two maps, or the mask, is determined by a volume, and not by the UVs, and not by any kind of procedural texture. We’ve always been able to have a composite map that was masked by a 3D procedural map, like noise, but we had no way of controlling that. And what Texture Object Mask allows us to do is to manipulate the mask in the scene using primitives. I’ve set up a scene here with an object, this landscape, and a texture object. And the texture object is going to allow us to determine the transition zone between two different maps. There are only three primitives supported as texture objects: plane, sphere, and box. For a plane, the position of the plane and its orientation will determine where the division between two texture maps will take place. For a sphere or a box, the inside and outside of the sphere or a box determine where that transition happens. You can scale the primitives, and that will affect the outcome, but you cannot deform the primitives with modifiers. It won’t have any effect on the resulting texture.