WORKSTATION 07 / PROCEDURAL MASK SYSTEM
Tileable noise and mask generator.
Build deterministic black-and-white masks for material breakup, terrain blending, decals, wear, and PBR detail. Inspect coverage and tiling before committing a production-size file.
MASK RECIPE
Build the pattern.
Live preview renders at 512 px for responsive controls. Downloads and handoffs use the selected production size.
02 / LIVE INSPECTION
Read the mask before export.
Select 3D material to load the interactive preview.
SEEDED VARIATIONS
Compare the recipe four ways.
Build four deterministic alternatives from the current recipe.
Your current seed remains active until you choose a variation.
MASK TELEMETRY
Coverage profile
Analysing the current mask.
03 / OUTPUT
Commit the production mask.
High-resolution output is generated in a background worker only when requested.
Sign in to save masks to your account.
Ready to render the selected export size.
Channel packing and mask-set ZIP
Adjust a mask, then capture its complete recipe into a channel. Change the controls and repeat for the other channels.
Capture at least one mask recipe to begin a channel pack.
Procedural mask guide
Create seamless noise masks for materials and terrain.
Build deterministic masks for surface breakup, terrain blending, wear, decals, particles, and PBR detail. The live 2 x 2 repeat view exposes seams before export, while telemetry shows whether the mask is too open, too closed, or too soft.
Choose a procedural pattern
Generate natural FBM, ridged channels, billow forms, or cellular islands from a repeatable seed, then combine an optional second layer.
Shape a usable mask
Control scale, octaves, distortion, threshold, contrast, softness, blur, dilation, erosion, edges, quantisation, and inversion.
Inspect and export tileable output
Check the real 2 x 2 repeat, read coverage telemetry and the histogram, then save a production PNG, build an RGBA mask pack, export a reproducible ZIP, or send the mask into PBR generation.
Practical questions
Before you start
What is a procedural noise mask used for?
Black-and-white masks control where an effect appears, such as terrain layers, dirt, wear, decals, roughness variation, height detail, foliage, or particles.
Are the generated masks seamless?
With tileable edges enabled, generation and wrapped shaping operations use periodic sampling. Use the 2 x 2 inspection view to verify the exact repeat before export.
Does the noise generator cost points?
Core procedural generation, shaping, diagnostics, variation previews, PNG export, and PBR handoff run locally at zero points. Only optional AI refinement contacts the AI service.
Can I reproduce the same noise later?
Yes. The seed and complete recipe determine the procedural result, and signed-in users can save masks with their settings to My Work.