In Blender, a **mask** is typically a way to selectively hide or show parts of an object, commonly a mesh, allowing you to work on specific areas without affecting others. One primary tool for achieving this is the **Mask Modifier**.
## Understanding the Blender Mask Modifier
The Mask Modifier is a powerful non-destructive tool applied to a mesh object. Its core function is to control the visibility of vertices or faces based on certain criteria.
According to the reference:
* The Mask Modifier can **hide parts of a mesh based on two different modes**.
* These modes are selectable from a menu within the modifier settings.
* One of the modes is **Vertex Group**. This mode **hides all vertices not included in the chosen vertex group**.
This means you can paint weights onto different parts of your mesh (creating a vertex group) and then use the Mask Modifier to only display the areas within that group, or hide the areas outside of it.
## How Masks are Used
Masking in Blender offers flexibility for various tasks:
* **Targeted Editing:** Focus on sculpting or editing complex areas of a mesh without interference from surrounding geometry.
* **Performance:** Temporarily hide heavy parts of a mesh to improve viewport performance while working on lighter sections.
* **Rendering:** While the Mask Modifier primarily affects the viewport, other masking techniques (like using textures for material masks) can control how different parts of an object render or interact with effects.
## Modes of the Mask Modifier
The Mask Modifier offers flexibility through its modes. While the reference specifically details the "Vertex Group" mode, understanding there are different options is key.
| Mode | Description (Based on Reference/Standard Use) |
| :------------ | :------------------------------------------------------------------ |
| **Vertex Group** | Hides geometry based on inclusion/exclusion in a selected vertex group. |
| *Other Mode(s)* | Controls masking using different criteria (e.g., Armature bones). |
Using the **Vertex Group** mode is straightforward:
1. Assign vertices to a vertex group and paint weights if desired.
2. Add a Mask Modifier to your object.
3. Select the Vertex Group mode.
4. Choose the specific Vertex Group you created.
5. Use the 'Inverse' option if you want to hide *the selected* group instead of *everything else*.
This creates a non-destructive mask, meaning you can easily enable or disable the modifier or change its settings without permanently altering your mesh data.
In summary, a mask in Blender, particularly via the Mask Modifier, is a system for controlling the visibility of mesh components, often based on vertex groups, to streamline workflows and improve editing precision.
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