Masks › Generators
Generators
Generators build a mask procedurally from your mesh and its baked maps — so edge wear, cavity dirt, and dust appear automatically. Most read a baked map, so bake first.
| Generator | What it masks | Reads |
|---|---|---|
| Curvature Wear | Exposed edges and peaks — for edge wear, chipping, scratches. | Curvature |
| AO Cavity | Crevices and recesses — for grime in cavities. | AO |
| Thickness | Thin vs. thick areas of the surface. | Thickness |
| Slope | Faces by their angle — e.g. dust on upward-facing surfaces. | Mesh normals |
| Position | World-space position — e.g. a height-based gradient. | Position |
| Light | A mask from a virtual light direction. | Mesh normals |
| Fill | A flat constant value (a base, or for blending). | — |
| Texture Sample | Use a baked map or imported image as the mask. | chosen source |
| Color Selection | Select areas by colour (e.g. from the ID map). | ID / colour |
TODO: confirm the exact generator list + each one's key
parameters; add a screenshot/GIF of a curvature-wear mask in action.
GIF: adding a Curvature Wear generator to a mask