I got a lot of “masks” in my WM file, that I want to preview in 3D, not only 2D.
The thing is, I use selectors for height and slope, sometimes both, to generate a mask (which is a heightfield, of course)
Now, instead of going thru the process of exporting these to .png for example and re-load/bring them in via File Input node (interpret as RGB), is there a
way to have the b&w mask somehow “converted” into bitmap, to connect to an overview, so I can see “live” changes to the mask on the 3D terrain?
but the outcome of the mask is a heightfield, not a bitmap - Overlay view got two slots: 1 for Bitmap, 1 for heightfield - and I can only connect to the heightfield-slot…
maybe I was not clear on that?
If you connect a heightfield to a (slope) selector, then you see a b&w mask, if you focus on the selector - I want this"mask" from inside that selector
to be shown as a 3D model (b&w), so I can see better, what the result will look like.
Weird, I can connect a height map to the overlay bitmap input on my World Machine, if it doesn’t work try feeding the mask into a gradient device with a standard black to white gradient and feeding that gradient into the overlay.
Or if you want to display your mask as a 3D model try feeding it into a displacement device with 0 strength
only thing is, it does not work, like I expected it
basically, I want the “mask” I generate via the height-selector to be projected onto the heightfield as a texture.
so I can see exactly, where white and black areas will be on the terrain
when I use the methodes, you described - I just get some distorted geometry in 3D view
So I guess, only way is export the mask as bitmap and reload with File-input and connect to overlay…