Orientation Mask


Where to find it:


NodeGraph / Right Mouse Click / Add Nodes / Geometry / Extension Pack





Node Overview

Node Ports

Node Properties


The Orientation Mask Node is similar to a Axis Mask Node, however it takes by default more of its neighboring geometry into account.

It's main purpose is to act as a multiplication mask on an ambient occlusion to isolate up or down facing occlusion.

Example of a regular Ambient Occlusion (left) and a Orientation Mask multiplied on top (right)



Node Overview


Node Ports


•Tangent Spacce Normal

Optional Tangent Space Normal Map to evaluate as part of the orientation calculation




Node Properties

MAIN TAB


•Threshold

Controls where the mask cuts off between visible and hidden areas. Lower values show more surfaces, higher values show fewer surfaces


•Softness

Controls how smooth or sharp the transition is between masked and unmasked areas. Higher values create softer, more gradual transitions


•Upwards

When enabled, masks downard-facing surfaces instead of upwward-facing ones. Useful for effects like snow or dust accumulation on top surfaces


•Invert

Flips the mask so that previously hidden areas become visible and vice versa. Useful for reversing the effect



This affects any Tangent Space Normal Map Data fed in via the "Tangent Space Normal" Input Port of the Node


•Invert Red

Flips the red channel of the normal map. Enable this if your normal map appears to have inverted horizontal details


•Invert Green

Flips the green channel of the normal map. Enable this if your normal map appears to have inverted vertical details


•Flip Red/Green

Swaps the red and green channels of the normal map. Use this if your normal map was created with a different channel convention