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I found this way for masking textures using a slope. https://blender.stackexchange.com/a/265439/105723

If it's just a basic shading it works fine enter image description here Mask enter image description here

But I noticed it takes account of displacement and normals... enter image description here Mask enter image description here

enter image description here

Is there a way to avoid that displacement and normal info and keep the first mask result?

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Similarly to how you mix the color for the Principled BSDF you need to mix the displacements or the height map you use for the displacements.

Mixing two different Displacement-nodes using a Mix-node

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  • $\begingroup$ I mixed the colors not the displacements, ok, I understand... Thanks! $\endgroup$
    – Víctor GV
    Commented Mar 2 at 20:10

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