
Procedural masks offer a fast way to blend textures, create natural transitions or add dirt/weathering.
One old school texturing method is to use Photoshop and the infamous Clouds filter to generate quick, tiling black-and-white masks. These masks will work in any game engine and of course UE5 as that's what I'll use as an example.
In this post I'll walk you through creating basic masks and then improving upon them entirely in Photoshop. Then I'll also show you how to export them properly and use them in UE5 to blend textures.
A mask is a grayscale texture that controls visibility or blending:
With the image set, do the following:

This simple clouds result is soft with many mid-gray values, good for subtle blends.
Re-running or combining filters sharpens contrast and separation (key for clean blending and transitions).
Variation 1: Re-Apply Clouds

Variation 2: Clouds + Difference Clouds

Export these the same way as before.

Note: All these masks are seamlessly tiling, no visible seams when repeated over large surfaces (making them ideal for terrains, walls, floors, etc.).
Import the texture masks into UE5 by dragging the PNGs into UE5 Content Browser.
For each mask texture:

Set up a New Material by having 2 different Albedo textures, Lerp node and imported Texture Masks like so:

Depending on the texture mask being used, the blend between textures will either be more subtle or more visible. But with the above Cheap Contrast setup you can control the imported mask.
Texture Mask 1: Clouds

Texture Mask 2: Difference Clouds

Texture Mask 3: Clouds with Layer Adjustment

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