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Hopefully my new mic sounds a lot better! In part 3 of this tutorial series, I show & explain how to find the masks made by the existing nodes in the terrain, and how to distinguish between ones that fit the final playable result from those that are too different to be used. 00:00-01:55 - Start 01:55-04:25 - Very super quickly fast recap 04:25-06:00 - How to pick which data masks used for splatmapping 06:00-07:08 - Sacrifice your clamp node to avoid baking bugs 07:08-08:00 - Why to use FX node on masks 08:00-11:10 - Snowfall masks 11:10-13:00 - How to make portals 13:00-16:38 - Erosion masks: Wear 16:38-19:10 - Erosion masks: Deposit 19:10-19:45 - Erosion masks: Flow 19:45-22:22 - How to pick FX functions for a mask 22:22-24:20 - Sea node 24:20-31:40 - Invert to get "hidden" details 31:40-35:15 - Why we don't use early nodes for masks 35:15-36:58 - Creating natural noise from existing nodes' masks 36:58-38:35 - Displace showcase 38:35-45:05 - Looping displace for more natural result 45:05-47:45 - Why early erosion masks are not useful for final terrain 47:45-50:10 - 2nd last Erosion's masks 50:10-54:02 - Tidying up the graph 54:02-57:40 - Flow showcase, generating new masks 57:40-58:52 - Hidden freakin' outputs are bad and dumb and I hate them 58:52-1:03:20 - Flow explained 1:03:20-1:03:40 - Invert node is awesome 1:03:40-1:04:40 - Portals across graphs 1:04:40-1:09:47 - Video recap