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Masks

Masks decide where a stamp layer applies and how strongly, from 0 (no effect) to 1 (full effect). They live in the layer's Mask Composition list, which is read from top to bottom: each fill is combined with the result of the entries above it, and value adjustments change everything above them.

To add an entry, pick its type from the searchable list: fills are under Fill > Shape and Fill > Field, adjustments under Adjustment > Value and Adjustment > Raster.

Fills

Fills create mask values. Every fill has:

Alpha
The fill's strength, from 0 to 1.
Mode
How the fill combines with the masks above it.
Adjustments
Adjustments attached to this fill. See Adjustments.
Mode Result
Add Adds the fill to the mask above.
Subtract Removes the fill from the mask above.
Difference How far apart the two are: the larger value minus the smaller.
Multiply Multiplies the two: the mask only stays where both are strong.
Divide Divides the mask above by the fill.

The result always stays between 0 and 1.

Where a layer can reach

A layer whose first fill is Global, Noise, Texture, Terrain Height or Terrain Slope, in Add or Difference mode, covers the whole terrain. Otherwise it works around its shapes. To keep a field inside a shape, put the shape first and the field below it in Multiply mode.

Shapes

Fill Area Settings
Spline Area Inside a spline outline, usually the stamp's own. Every spline of the container counts. Spline Container
Spline Stroke Along a spline, like a path or a river. The spline doesn't need to be closed. Spline Container, Width Multiplier
Rectangle / Circle A rectangle, or the ellipse that fits in it, placed by the stamp object's Transform: its position, its Y rotation, and its X and Z Scale as the size in meters. Use them as the layer's first fill.
Mesh The area under a mesh, seen from above. Source Mesh, Use Front Facing Triangles
Collider The area under a collider, seen from above. Source Collider

At a Width Multiplier of 1, a Spline Stroke reaches 5% of the spline's overall size (the diagonal of its bounds) to each side, so longer splines give wider strokes.

Use Front Facing Triangles chooses which side of the mesh counts: on, the triangles that face up (its top); off, the ones that face down (its underside).

Fields

Fill Area Settings
Global Everywhere.
Noise A noise pattern. See Noise.
Texture The brightness of a texture, multiplied by its alpha, stretched over each terrain of the target. Texture
Terrain Height Where the terrain is within a range of world heights. World Height Range, Modulate Alpha By Incidence, Use Incidence Curve
Terrain Slope Where the terrain slope is within a range, in degrees (0 to 90). Great for rocks on steep slopes and grass on flat ground. Slope Degrees Range, Modulate Alpha By Incidence, Use Incidence Curve

For Terrain Height and Terrain Slope, Modulate Alpha By Incidence fades the mask across the range, from 0 at its minimum to 1 at its maximum, instead of a hard cut. Turn on Use Incidence Curve to shape that fade with Incidence Curve: the left end of the curve is the minimum of the range and the right end is the maximum. A curve that rises early makes the mask strong over most of the range.

Note

Terrain Height and Terrain Slope read the terrain as it is before their own stamp. To paint the slopes of a hill that a stamp creates, put the painting in a separate stamp below the hill in the Hierarchy. Trees and details are the exception: they're placed after every stamp has shaped the ground, so their masks see the finished terrain.

Noise

Noise Type
Perlin, Voronoi or Simplex.
Scale
The size of the pattern, in world units. Larger values give larger features.
Offset
Moves the pattern, in world units.
Seed
Picks another random pattern.
Octaves, Lacunarity and Persistence
Add layers of finer detail: how many layers, how much finer each layer is than the previous one, and how much each layer counts.
Invert
Flips the pattern.
Output Range
Remaps the noise into this range, before Threshold is applied.
Threshold and Softness
Turn the noise into a mask: values above Threshold count, values below don't, with a transition Softness wide. A Softness of 0 gives a hard edge.

Voronoi noise adds cell options:

Jitter
How irregular the cells are. At 0, they form a regular grid.
Distance Mode
Euclidean, Manhattan or Chebyshev: round, diamond or square cells.
Return Mode
What the value measures: Nearest Cell Distance, Second Nearest Cell Distance or Edge Distance (the distance to the border between cells).

Adjustments

Adjustments change mask values. Where they go depends on their kind.

Shape adjustments

Shape adjustments belong to one shape fill and only change that fill. Add them to the fill's Adjustments list, for example a Border inside a Spline Area.

Adjustment What it does
Border Adds a soft falloff outside the shape, Size meters wide. Turn on Use Curve to shape the falloff with Curve.
Smooth Softens the shape's edge, over Smooth meters on each side of it. Use Curve and Curve shape the transition.
Expand / Contract Grows the shape by Expand Contract meters, or shrinks it with a negative value.
Offset Moves the shape by Xz Offset, in meters along X and Z.
Scale Scales the shape around its center by Xz Scale. With Absolute on, the values are its size in meters instead.
Rotate Turns the shape around its center by Y Rotation Degrees. With Absolute on, this replaces the rotation set by the adjustments above it.
Transform Places the shape on Source Transform: its position, Y rotation and X and Z scale.

Several Expand / Contract adjustments add up. For Smooth and Border, the largest one wins.

Value and raster adjustments

These go in the layer's Mask Composition list, or in the Adjustments of a field fill (Global, Noise, Texture, Terrain Height, Terrain Slope).

Adjustment What it does
Multiply Multiplies the mask by Multiply: values above 1 strengthen it, values below 1 weaken it. Empty areas stay empty.
Brightness Adds Brightness to the mask: positive values strengthen it, negative values weaken it.
Contrast Pushes values away from the middle by Contrast, sharpening transitions.
Peak Normalize Stretches the mask so its strongest point reaches 1.
Mask Blur Blurs the mask over Radius meters, Iterations times (1 to 8).

In the Mask Composition list, Multiply, Brightness and Contrast change the mask built by the entries above them. Inside a field fill, they only change that fill. When a field fill has several of them, Multiply is applied first, then Contrast, then Brightness. Peak Normalize and Mask Blur always work on the layer's finished mask, after every fill is combined.

Adjusting masks in the Scene view

With a Terrain Stamp selected, the Stamp Gizmos overlay appears in the Scene view. Turn on Show Gizmos to edit a mask with handles instead of typing values, and pick which one in Adjust: the handles edit one mask at a time.

A Terrain Height mask shows two planes over the stamp, one at the minimum and one at the maximum of its World Height Range. The terrain cuts through them where it crosses those heights. Drag the Min or Max handle up or down to move a plane; the handles stay under the point you are looking at. Press Esc while dragging to cancel. The terrain rebuilds when you release the mouse.

Previewing masks

Turn on Show Mask Preview in the Terrain Settings tab to see the selected stamp's mask on the terrain as a red overlay. The stamp inspector also shows each layer's mask in its Layer Masks preview. See Stamp layers.