Axis Mask by Jens Kafitz

  • Where to find it:

    • Add Procedural Layer / Geometry / Extension Pack /

    • NodeGraph / Right Mouse Click / Add Nodes / Geometry / Extension Pack /

Axis Mask lets you easily mask an object based on directions.

Node Overview

Node Ports

  • Axis Offset (XYZ)

Moves the Mask along an axis

  • 3D Rotation (XYZ)

When mapped the red channel of the attached connection is used to drive the Rotate X Attribute,

the green channel the Rotate Y Attribute and the blue channel the Rotate Z Attribute

  • Jitter Noise

By default the Edge Blending Jitter uses a node internal noise to perform its jittering/randomization of edges.

By attaching a noise of your choosing to the Jitter Noise Connection in the Nodegraph you can overwrite this

internal noise.

  • Tangent Space Normal

The 'Tangent Space Normal' Handle allows you to have the Axis Mask evaluated against the effects of a 

normal map as well

Node Properties



  • X / -X

Masks the object from the positive and/or negative world X Axis

  • Y / -Y

Masks the object from the positive and/or negative world Y Axis

  • Z / -Z

Masks the object from the positive and/or negative world Z Axis

Edge Blending

  • Falloff

The  Falloff Curve determines the general Falloff of each mask axis to its sides.

With default settings and all axis activated, your object will get a fully white mask

  • Jitter Intensity

Jitter will make the edges of the axis mask less uniform/straight.

The Jitter Intensity determines the amplitude of the the Jitter.

You can overwrite the Noise used for jittering the edges by mapping the Jitter Noise Port in the Nodegraph

  • Jitter Scale

Determines the Frequency of the internal Noise used for jittering.

Jitter Scale is ignored if something is attached via the Nodegraph to the Jitter Noise Port


  • Color A/B

The two colors that make up the mask. 

Both colors support transparency so for example if you want to make the black part transparent, set the alpha value

of Color B to 0.

  • Invert

Swaps Color A+B

Normal Map

  • Invert Red

Will invert the Red Channel of the attached Normal Map

  • Invert Green

Will invert the Green Channel of the attached Normal Map

OpenGl vs DirectX Normal Map

Mari's Shaders by default expect a Direct X Normal Map.

If you have an OpenGl Normal Map you will have to invert the Green Channel to get a Direct X Normal Map

  • Switch Red/Green

Allows you to swap the Red/Green Component of a Tangent Space Normal Map attached to the Node in the



Projection Axis Rotation

  • Rotate X / Y / Z

Allows you to rotate the global X, Y and Z axis separately to best suite your models need.

Axis Offset

  • Offset X / Y / Z

Allows you to shift the global X, Y and Z axis separately