Author Topic: tileSampler with masking  (Read 126 times)

Hey guys,


I was wondering if anyone has a good solution for masking individual inputs (rocks) in a tileSampler node? Right now I one sampler with 5 inputs of rocks that have height detail on them and it is outputting the height for that one pass. While troublshooting, I ended up duplicating this tilesampler, inputting a mask of each rocks and then cranking up the color random and using that but I am still getting areas that are not overlapping correctly in the masks. any suggestions?


I noticed that with shape splatter, I can output a clean floodfill and get the desired result. Just wish that the time sampler had this functionality. Maybe I will take a stab at creating my own version.