I'm currently trying to build a grass generator using an FX-Map ... I'm curious to know how I go about building a mask input node where I can plug in a pattern of some sort which will mask out the areas which my grass will be placed? Exactly like how the Tile Sampler Node's mask function works.
I've had a look through the Tile Sampler Node's FX Map, etc already and it's just really complex and I can't seem to find where some of these variables are placed (mask_map_sampling_technique to be exact) and I've tried to reverse engineer it but I've pretty much hit the end of my experimentation distance with this and I've just hit a brick wall with it now.
I guess what I'd want is the most cleanest/least long winded approach to this... from what I've gathered from looking at the Tile Sampler Node is that it's an FX Graph compiled of input nodes which pipes out into an Output node with exposed parameters which becomes a graph object you drag and drop into your working substance graph.
I could just build this Substance using a Tile Sampler node from the get-go but I'd like to learn more about FX Maps as I'm getting more and more deep into SD now
Any help is much appreciated, Thanks!