If you put a heightmap in the layer mask, you can dodge/burn the mask to get a similar effect. It's destructive though, after a bit of editing you can't get back to the original heightmap.
You can't do shader math in Photoshop, as far as far as I know. So there is no equivalent.
You could make two layers, sand below, stones above, and put a stones height map in a layer mask for the stones layer, then edit that mask. But you can't use math to edit the transitions.
The equivalent would be to use Pattern layers for sand and stone, then paint your "opacity map" (which really isn't opacity, but a blend map) as a layer mask, to control where sand appears vs. stones.
Additionally you would need to modulate the blend map (layer mask) with a height map, which really isn't possible in PS within a layer mask.
you can use a combination of blend if grey and blend if grey underlying layer and then nested layer masks for this sort of effect in photoshop. remember you can group a single layer and then layer mask is repeatedly so it's easy to control separate parts of the total mask - ie a gradient, a procedural noise/clouds filter, a hand painted mask etc. that way it's much easier to rework later.
Additionally you would need to modulate the blend map (layer mask) with a height map, which really isn't possible in PS within a layer mask.
Assuming that we do want to want to also do the secondary blend, but I think that NAIMA just wants to do the simpler part; a single image with sand sitting properly between the rocks.
You can group layers and apply masks to the group object to handle the blending between materials there, with the height map for the stones applied as a mask to the sand layer.
edit: i just greyscaled the stones, inverted and levels to make that mask on the quick.
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You are unable to do any magic tricks here.
it talks about multiplying opacity or color map , but in photoshop terms?
You could make two layers, sand below, stones above, and put a stones height map in a layer mask for the stones layer, then edit that mask. But you can't use math to edit the transitions.
The equivalent would be to use Pattern layers for sand and stone, then paint your "opacity map" (which really isn't opacity, but a blend map) as a layer mask, to control where sand appears vs. stones.
Additionally you would need to modulate the blend map (layer mask) with a height map, which really isn't possible in PS within a layer mask.
Assuming that we do want to want to also do the secondary blend, but I think that NAIMA just wants to do the simpler part; a single image with sand sitting properly between the rocks.
You can group layers and apply masks to the group object to handle the blending between materials there, with the height map for the stones applied as a mask to the sand layer.
edit: i just greyscaled the stones, inverted and levels to make that mask on the quick.