Masking microdisplacement map I have painted the area on plane where I would like to have one microdisplacement map and the the invert of that with no microdisplacement.

So white area is with microdisplacement map and black area without.

How should I connect the material to get that?
It's essentially the same as you're doing to mix between shaders for your surface:



Here, I'm using the exact same texture to mix between shaders and to mix between displacement.  Since displacement doesn't use shaders, I'm using colors and a mix RGB node instead of a mix shader node, but it could as easily be done with values and math nodes: