WMDEVICEMACRNd@o-<Epic's Wiki SuggestionPAR2P1-??High Angle Start; pTP1qZ>?Mid Angle Start@VVSPRWorld>N>\h=2MACITerrain InputKErosion InputKSPRK UE4 Export In??;PAR2MACO HeightmapputKHigh Angle MaskKMid Angle MaskKLow Angle MaskKFull Normal MapKHigh Angle Normal MapMid Angle Normal MapLow Angle Normal MapRidgelines Mask MapSplatmaps Mask MapHigh Angle SplatmapMid Angle SplatmapLow Angle SplatmapSPRK 9UE4 Export Out??;PAR2MACPSPRK UE4 Export Params??;PAR2MACHDavid WadsworthUE4 Export Macro v0.1.2 This macro will export the terrain splatmap, 3 landscape weightmap diffuse layers, and 3 landscape normal layers for use in UE4. You can choose where the mid and high angles start at in the world using angle -> scalar: 0.0000 = 0 degrees 1.0000 = 90 degrees v0.1.2: Organized the Macro out, switched normal maps to optional ports. v0.1.1: This macro will also export an optional "Ridgeline" map for use in texturing. Things I would like to add: - Select height based on relative world height: Useful for landscape painting - A way to dynamically name the file outputs and create directories if it does not exist. For example if your World was named as ExampleWorld01, then you could use: %F_HighAngle.png which would create a file named: ExampleWorld01_HighAngle.png - It would also be helpful if we had the ability to read/write the world parameters and export a text file. This way I can create or modify world max height, do some math, and export a text file to state what the Z scale in UE4 shoud be :\ - If we had logic gates (if/then, for/next, and/or) and math functions (namely a randomize based on seed value), I could so make an auto-map generator too >~8tTXPqwktym%'#')%ys______\XU_qƿ{ymȿfƽb_dhdS0f?B<kqetym%'#')%ys_____\XUbuudZPKPX\\\Mx?B<kqetym%'#')%ys____\XU_us\M>8;>AAGPX?B<kqetym%'#')%ys___\XU_qƿsZG40484''+>P?B<kqetym%'#')%ys__\XU_b{u\G408A>4' +>?B<kqetym%'#')%ys_\XU_\qƽydM40;E>80'" +?B<kqetym%'#')%ys\XU_\_qƺmȿZ>08E>84'''"?B<kqetym%'#')%ysXU_\_XjfƽP84A>8;84'"?B<kqetym%'#')%ysU_\_XKfbK;8>848A8' ?B<kqetym%'#')%ys_\_XKEb_P>440'480"?B<kqetym%'#')%ys\_XKE>ZdXA''''''"" "?B<kqetym%'#')%ys_XKE>;Uh\A' "'""" 4?B<kqetym%'#')%ysXKE>;>Gd\G+  +8?B<kqetym%'#')%ysKE>;>E>~S\P>+ +4K?B<kqetym%'#')%ysE>;>E>~8t0fMxXP>+" "48KS?B<kqetym%'#')%ys>;>E>~8t0f'c+fM~UMG>8+;AAMS>?B<kqetym%'#')%ys;>E>~8t0f'c'c'k"t>PSPGMSMSP8{?B<kqetym%'#')%ys>E>~8t0f'c'c'k"tx"~'>AMSKG>{ }?B<kqetym%'#')%ysE>~8t0f'c'c'k"tx"~" ~"'}{ } ?B<kqetym%'#')%ys>~8t0f'c'c'k"tx"~" ~"'}{ } w?B<kqetym%'#')%ys8t0f'c'c'k"tx"~" ~"'}{ } wy?B<kqetym%'#'(%x~r?B;kqesxl%'#&($tyn{yrRVM>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:=A:ORJnshqvk%&#&'#SWNzs|ux}rlqgfkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkakpesymRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?FalloffcedsP1Falloff typeauP1Invert SelectionSSELSPRK Mid Angle??;PAR2P1qZ>?MinimumOutput File...P1-??MaximumeP1p>?FalloffmatP1Falloff typen every BuildP1Invert Selectionled BuildsSSELSPRK zLow AngleiDefault??;PAR2P1?MinimumnsP1qZ>?MaximumP1p>?FallofflandsP1Falloff typeauP1Invert SelectionMACRDoverPAR2P1WSandP1 RockP1jVegetationP1ErosionP1?Height CutoffP1?Erosion Layer StrengthPacific Northwest 2PAR2 P1Em`SandP1MSjRockP1VegetationP1?yErosionP1?Height CutoffP1??Slope CutoffP1Invert Height CoverP1(??ContrastP1??Erosion Layer StrengthSnowy 2PAR2 P1SandP1U^qRockP1VegetationP1̰ErosionP1=?Height CutoffP1??Slope CutoffP1Invert Height CoverP1?ContrastP1$??Erosion Layer StrengthSPRWorld>N>ͫͫMACITerrain InputaErosion InputaSPRK Full Splatmap In??;PAR2MACOSplatmap RGBaSplatmap ABaVisualizerBaSPRK Full Splatmap Out&??;PAR2MACP SPRK 0RFull Splatmap Params??;PAR2MACH World Machine}This revised version of the "Basic Coverage" macro is targeted at users who are creating texture weight or "splatmaps" for use in realtime renderers. This macro uses simple height and slope selection to produce a texture splatmap. In addition, it outputs a visualization bitmap that can be used in WM's overlay view to see what your splatmap looks like. You can customize the colors used for this visualization bitmap; if your final textures use similar colors, you will find the results identical. The best results come when using the Erosion input to map the wear/deposition map of the Erosion device to help with texturing.GFX2 !"#!@A?AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@@B?#$"! !hjfvwukmg 7:5jmg|.0,13.ƴȶǵƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴǴŲ~(*%)*&x")4 '1 '0&##,#+"*"+2!(1%.3#,1#+1%/7"*$.&.!)#-  }vytyn%'#')%ys%-rUc}[lyyXfAN`JYrvxiye{>Lc TXPqwktym%'#')%ys")3prbvuu}zubucx[m.9M`zrdyL\x?B<kqetym%'#')%ys$.thz{~yyXih`u/9QVk~vRd~Q_|"?B<kqetym%'#')%ys &.qn~_sK\t[jYipTeRevtp@MfZj"*2?B<kqetym%'#')%ys&04}zix}vQ_JWo{NbRexexiet:BUbu&0:?B<kqetym%'#')%ys#(upjRdfx`yHXrb{s_qg{\tmWgcx#*3?B<kqetym%'#')%ys!'.ryDSo`rEVjIWofzui~O^w1V#,2?B<kqetym%'#')%ys")xj{08KVmoTc|GVpDUqGXoR^vezLZtwwZj>Daw-:@?B<kqetym%'#')%ys &p3>QCQjuewYo-6HSd~^qeLUmtALj^o%/5?B<kqetym%'#')%ys&/}p9CY-3BzmXo#*7_s_x\rYi~Rabx '.?B<kqetym%'#')%ys (/{~tVfXh(0=YrtBRk19KNc~f}OYt{oes`p%/4?B<kqetym%'#')%ys")0ygyi}"+;%1CtBOfAMd;Iafwwro"(?B<kqetym%'#')%ys"+4xxwn!)9Wg\qFWr?H_|~DKe#?B<kqetym%'#')%ys!)1@PlESm%+8>MdVkFNhe{}}^ov!(1?B<kqetym%'#'(%x~r )2&17%.5#-6"  (4<&16"+. ). (/$.4'39!).&-)4; ).#)?B;kqesxl%'#&($tyn{yrRVM>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:=A:ORJnshqvk%&#&'#SWNzs|ux}rlqgfkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkakpesymRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?FalloffcedsP1Falloff typeauvery BuildP1Invert Selectionled BuildsSSELSPRK 9??;PAR2P1??MinimumP1??MaximumP1>?FalloffP1Falloff typeP1Invert SelectionCOLGSPRK %efault??;PAR2P1Em`ColormCOLGSPRK /&uPiPrimary ??;PAR2P1MSjColorCOLGSPRK 'uP??;PAR2P1ColorsCOLGSPRK 'cow Angle Normals??;PAR2P1?yColorsEQUASPRK 3 ??;PAR2P1>?Equalizationts Controls the degree of equalization. Full equalization means that each height value will be equally represented in the terrain.P1 Capture sampleorPrimary cTake the current heightfield and use it as a sample to equalize all terrain against in the future.P1 Release sampleBRelease the sample and again equalize every terrain individually.PULLSPRK !id Angle Normals??;PAR2CHGTSPRK ~p disp??;PAR2P1?Heightation'The height to set the terrain level atCHOSSPRK gigh Angle Normals??;PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CCHOSSPRK uPtiPrimary ??;PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CNORMSPRK ^lown disp= ??;PAR2P1Number of Inputs=How many mask inputs and outputs should this device utilize.P1Priority Behavior - F2BDetermine which input masks to favor. Experiment for best effect.Equal priorityFavor top inputsFavor bottom inputsFavor varietyFavor best matchP1x??PriorityTThe strength of the priority effect. A value of zero is the same as equal priority.P1?ExclusionF3 Cells?How strongly should the dominant mask exclude all other masks.PRCCSPRK  Normal Map??;PAR2P1Channel TypeutsRed / Green / BlueHue / Saturation / BrightnessCHGTSPRK 9Differences??;PAR2P1??Heightation'The height to set the terrain level atCHOSSPRK UzP??;PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CIVRTSPRK 5Detail??;PAR2CLMPSPRK pF??;PAR2P1?Range1P1>?Range2SmoothP1TypeffP1Normalizepe           fC@"D D@JDErosion ColoringREXT??Main Extents2TBDS_x%x_y%y2V/42TCDSTCNTREXT??Main Extents<#w<#wPXTBDS_x%x_y%y25T12TCDSTCNT[-d> >"w?SPRK Full Splatmap'??;PAR2 P1Em`SandP1MSjRockP1VegetationP1?yErosionP1?Height CutoffP1??Slope CutoffP1Invert Height CoverP1x??ContrastP1>?Erosion Layer StrengthS_GNSPRK High Angle Max??;PAR2P1??ValueThe scalar value to generate.S_GNSPRK ZLow Angle Min??;PAR2P1?ValuesQ The scalar value to generate.PRNOSPRK 8Mid Angle Normal??;PAR2P1Encoding TypetssR=X, G=Y, B=ZP1Flip Xy Behavior P1Flip YyMask InpPRNOSPRK Low Angle Normal??<PAR2P1Encoding TypetsR=X, G=Y, B=ZP1Flip Xy BehaviorP1Flip YyFunctionSELCSPRK 'Min??<PAR2P1@@StrengthTypeMACRDoverPAR2P1WSandStrenghtP1 RockMethodP1jVegetationP1Erosion??Main ExtentsP1?Height Cutoff_x%x_y%P1idP18VegetationPFrustumP1OErosions>iP1?Height Cutoff?>P10??Slope CutoffP1LightingacroP1Invert Height Cover Sandy DesertPAR2P1Sand=P1Rockust!6P18VegetationP1OErosionP1??Height Cutoff1 P1X??Slope CutoffP1Lighting ib`vP1Invert Height CoverDover 2PAR2 P1WSandP1RockP1jVegetationP1ErosionP1??Height CutoffP1??Slope CutoffP1Invert Height CoverP1(??ContrastP1>?Erosion Layer StrengthPacific Northwest 2PAR2 P1Em`SandP1MSjRockP1VegetationP1?yErosionP1?Height CutoffP1??Slope CutoffP1Invert Height CoverP1(??ContrastP1??Erosion Layer StrengthSnowy 2PAR2 P1SandP1U^qRockP1VegetationP1̰ErosionP1=?Height CutoffP1??Slope CutoffP1Invert Height CoverP1?ContrastP1$??Erosion Layer StrengthSPRWorld>N>ͫͫMACITerrain InputeErosion InputeSPRK High Angle Splat In??<PAR2MACOSplatmap RGBeSplatmap ABeVisualizerBeSPRK High Angle Splat Out??<PAR2MACP SPRK 0RHigh Angle Splat Params??<PAR2MACH World Machine}This revised version of the "Basic Coverage" macro is targeted at users who are creating texture weight or "splatmaps" for use in realtime renderers. This macro uses simple height and slope selection to produce a texture splatmap. In addition, it outputs a visualization bitmap that can be used in WM's overlay view to see what your splatmap looks like. You can customize the colors used for this visualization bitmap; if your final textures use similar colors, you will find the results identical. The best results come when using the Erosion input to map the wear/deposition map of the Erosion device to help with texturing.GFX2 !"#!@A?AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@@B?#$"! !hjfvwukmg 7:5jmg|.0,13.ƴȶǵƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴǴŲ~(*%)*&x")4 '1 '0&##,#+"*"+2!(1%.3#,1#+1%/7"*$.&.!)#-  }vytyn%'#')%ys%-rUc}[lyyXfAN`JYrvxiye{>Lc TXPqwktym%'#')%ys")3prbvuu}zubucx[m.9M`zrdyL\x?B<kqetym%'#')%ys$.thz{~yyXih`u/9QVk~vRd~Q_|"?B<kqetym%'#')%ys &.qn~_sK\t[jYipTeRevtp@MfZj"*2?B<kqetym%'#')%ys&04}zix}vQ_JWo{NbRexexiet:BUbu&0:?B<kqetym%'#')%ys#(upjRdfx`yHXrb{s_qg{\tmWgcx#*3?B<kqetym%'#')%ys!'.ryDSo`rEVjIWofzui~O^w1V#,2?B<kqetym%'#')%ys")xj{08KVmoTc|GVpDUqGXoR^vezLZtwwZj>Daw-:@?B<kqetym%'#')%ys &p3>QCQjuewYo-6HSd~^qeLUmtALj^o%/5?B<kqetym%'#')%ys&/}p9CY-3BzmXo#*7_s_x\rYi~Rabx '.?B<kqetym%'#')%ys (/{~tVfXh(0=YrtBRk19KNc~f}OYt{oes`p%/4?B<kqetym%'#')%ys")0ygyi}"+;%1CtBOfAMd;Iafwwro"(?B<kqetym%'#')%ys"+4xxwn!)9Wg\qFWr?H_|~DKe#?B<kqetym%'#')%ys!)1@PlESm%+8>MdVkFNhe{}}^ov!(1?B<kqetym%'#'(%x~r )2&17%.5#-6"  (4<&16"+. ). (/$.4'39!).&-)4; ).#)?B;kqesxl%'#&($tyn{yrRVM>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:=A:ORJnshqvk%&#&'#SWNzs|ux}rlqgfkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkakpesymRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?FalloffmatP1Falloff typen every BuildP1Invert Selectionled BuildsSSELSPRK zPiPrimary ??<PAR2P1??Minimumw P1??MaximumiiDefaultP1>?FalloffP1Falloff typexP1Invert SelectionCOLGSPRK %zP?? <PAR2P1Em`ColormCOLGSPRK /&0F?? <PAR2P1MSjColorCOLGSPRK ' ?? <PAR2P1Colors7PCOLGSPRK 'cefault?? <PAR2P1?yColorsEQUASPRK 3oordinate Input?? <PAR2P1>?EqualizationutsControls the degree of equalization. Full equalization means that each height value will be equally represented in the terrain.P1 Capture sampleorcTake the current heightfield and use it as a sample to equalize all terrain against in the future.P1 Release sampleBRelease the sample and again equalize every terrain individually.PULLSPRK !zPiMask Inp??<PAR2CHGTSPRK ~Max??<PAR2P1?Heightationuts=l=Fg=l='The height to set the terrain level atCHOSSPRK g|zP??<PAR2P1MethodOutput File...Choose between A and B inputs bChoose between B and A inputs bAdd B to A based on CCHOSSPRK E0nE??<PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CNORMSPRK ^lMultiply??<PAR2P1Number of Inputs=How many mask inputs and outputs should this device utilize.P1Priority Behavior - F2BDetermine which input masks to favor. Experiment for best effect.Equal priorityFavor top inputsFavor bottom inputsFavor varietyFavor best matchP1x??PriorityTThe strength of the priority effect. A value of zero is the same as equal priority.P1?ExclusionF3 Cells?How strongly should the dominant mask exclude all other masks.PRCCSPRK Subtract??<PAR2P1Channel Typeuts= Red / Green / BlueHue / Saturation / BrightnessCHGTSPRK 9Add ??<PAR2P1??Height TypeCoordina'The height to set the terrain level atCHOSSPRK U??<PAR2P1MethodeChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CIVRTSPRK 5Average??<PAR2CLMPSPRK oordinate Input??<PAR2P1?Range1Output File...P1>?Range2eP1TypeffmatP1Normalizepen every Build           fC@"D D@JDErosion ColoringREXT??Main Extents2TBDS_x%x_y%y2V/42TCDSTCNTREXT??Main Extents<#w<#wPXTBDS_x%x_y%y25T12TCDSTCNT[-d> >"w?SPRK High Angle Splatmap??<PAR2 P1Em`SandP1MSjRockP1VegetationP1?yErosionP1?Height CutoffP1??Slope CutoffP1Invert Height CoverP1x??ContrastP1>?Erosion Layer StrengthMACRDoverPAR2P1WSandP1 RockmCP1jVegetation\~Ϩ?P1Erosion\~Ϩ?P1?Height Cutoff\~Ϩ?P1?Erosion Layer StrengthxPacific Northwest 2PAR2 P1Em`Sand@?iP1MSjRockXjhjP1VegetationjP1?yErosion8kHkP1?Height CutoffkP1??Slope Cutoff(lP1Invert Height CoverlP1(??ContrastlmP1??Erosion Layer StrengthxmSnowy 2PAR2 P1SandP1U^qRockP1VegetationP1̰ErosionP1=?Height CutoffP1??Slope CutoffP1Invert Height CoverP1?ContrastP1$??Erosion Layer StrengthSPRWorld>N>ͫͫMACITerrain InputErosion InputSPRK Mid Angle Splatm In??<PAR2MACOSplatmap RGBSplatmap ABVisualizerBSPRK Mid Angle Splatm OutUտ??<PAR2MACP SPRK 0RMid Angle Splatm Params??<PAR2MACH World Machine}This revised version of the "Basic Coverage" macro is targeted at users who are creating texture weight or "splatmaps" for use in realtime renderers. This macro uses simple height and slope selection to produce a texture splatmap. In addition, it outputs a visualization bitmap that can be used in WM's overlay view to see what your splatmap looks like. You can customize the colors used for this visualization bitmap; if your final textures use similar colors, you will find the results identical. The best results come when using the Erosion input to map the wear/deposition map of the Erosion device to help with texturing.GFX2 !"#!@A?AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@@B?#$"! !hjfvwukmg 7:5jmg|.0,13.ƴȶǵƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴǴŲ~(*%)*&x")4 '1 '0&##,#+"*"+2!(1%.3#,1#+1%/7"*$.&.!)#-  }vytyn%'#')%ys%-rUc}[lyyXfAN`JYrvxiye{>Lc TXPqwktym%'#')%ys")3prbvuu}zubucx[m.9M`zrdyL\x?B<kqetym%'#')%ys$.thz{~yyXih`u/9QVk~vRd~Q_|"?B<kqetym%'#')%ys &.qn~_sK\t[jYipTeRevtp@MfZj"*2?B<kqetym%'#')%ys&04}zix}vQ_JWo{NbRexexiet:BUbu&0:?B<kqetym%'#')%ys#(upjRdfx`yHXrb{s_qg{\tmWgcx#*3?B<kqetym%'#')%ys!'.ryDSo`rEVjIWofzui~O^w1V#,2?B<kqetym%'#')%ys")xj{08KVmoTc|GVpDUqGXoR^vezLZtwwZj>Daw-:@?B<kqetym%'#')%ys &p3>QCQjuewYo-6HSd~^qeLUmtALj^o%/5?B<kqetym%'#')%ys&/}p9CY-3BzmXo#*7_s_x\rYi~Rabx '.?B<kqetym%'#')%ys (/{~tVfXh(0=YrtBRk19KNc~f}OYt{oes`p%/4?B<kqetym%'#')%ys")0ygyi}"+;%1CtBOfAMd;Iafwwro"(?B<kqetym%'#')%ys"+4xxwn!)9Wg\qFWr?H_|~DKe#?B<kqetym%'#')%ys!)1@PlESm%+8>MdVkFNhe{}}^ov!(1?B<kqetym%'#'(%x~r )2&17%.5#-6"  (4<&16"+. ). (/$.4'39!).&-)4; ).#)?B;kqesxl%'#&($tyn{yrRVM>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:=A:ORJnshqvk%&#&'#SWNzs|ux}rlqgfkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkakpesymRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?FalloffcedsP1Falloff typeauvery BuildP1Invert Selectionled BuildsSSELSPRK ??<PAR2P1??Minimumetput File...P1??MaximumP1>?FalloffcedsP1Falloff typeauvery BuildP1Invert Selectionled BuildsCOLGSPRK %?? <PAR2P1Em`ColormCOLGSPRK /&??!<PAR2P1MSjColorsCOLGSPRK '??"<PAR2P1ColorCOLGSPRK 'c??#<PAR2P1?yColorEQUASPRK 3Coordina??$<PAR2P1>?EqualizationutsControls the degree of equalization. Full equalization means that each height value will be equally represented in the terrain.P1 Capture sampleorcTake the current heightfield and use it as a sample to equalize all terrain against in the future.P1 Release sampleBRelease the sample and again equalize every terrain individually.PULLSPRK !??%<PAR2CHGTSPRK ~??&<PAR2P1?Heightationuts'The height to set the terrain level atCHOSSPRK g??'<PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CCHOSSPRK ow Angle??(<PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CNORMSPRK ^l??)<PAR2P1Number of Inputs=How many mask inputs and outputs should this device utilize.P1Priority Behavior - F2BDetermine which input masks to favor. Experiment for best effect.Equal priorityFavor top inputsFavor bottom inputsFavor varietyFavor best matchP1x??PriorityTThe strength of the priority effect. A value of zero is the same as equal priority.P1?ExclusionF3 Cells?How strongly should the dominant mask exclude all other masks.PRCCSPRK ??*<PAR2P1Channel Typeutsg<Red / Green / BlueHue / Saturation / BrightnessCHGTSPRK 9??+<PAR2P1??HeighthTypey Input'The height to set the terrain level atCHOSSPRK Uid Angle??,<PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CIVRTSPRK 5??-<PAR2CLMPSPRK igh Angle??.<PAR2P1?Range1MethodP1>?Range2f TerracesP1TypeffShapeP1Normalizepeing           fC@"D D@JDErosion ColoringREXT??Main Extents2TBDS_x%x_y%y2V/42TCDSTCNTREXT??Main Extents<#w<#wPXTBDS_x%x_y%y25T12TCDSTCNT[-d> >"w?SPRK VMid Angle Splatmap??/<PAR2 P1Em`Sand`?eP1MSjRockHfXfP1VegetationfP1?yErosion(g8gP1?Height CutoffgP1??Slope CutoffhP1Invert Height CoverhP1x??ContrasthhP1>?Erosion Layer StrengthhiMACRDoverPAR2P1WSandP1 Rock0˰ P1jVegetationP1Erosion isvsP1?Height CutoffP1?Erosion Layer StrengthPacific Northwest 2PAR2 P1Em`SandP1MSjRockP1VegetationP1?yErosionP1?Height CutoffP1??Slope CutoffP1Invert Height CoverP1(??ContrastP1??Erosion Layer StrengthSnowy 2PAR2 P1SandP1U^qRockP1VegetationP1̰ErosionP1=?Height CutoffP1??Slope CutoffP1Invert Height CoverP1?ContrastP1$??Erosion Layer StrengthSPRWorld>N>ͫͫMACITerrain InputErosion InputSPRK Low Angle Splatm In??0<PAR2MACOSplatmap RGBSplatmap ABVisualizerBSPRK Low Angle Splatm Out??1<PAR2MACP SPRK 0RLow Angle Splatm Params??2<PAR2MACH World Machine}This revised version of the "Basic Coverage" macro is targeted at users who are creating texture weight or "splatmaps" for use in realtime renderers. This macro uses simple height and slope selection to produce a texture splatmap. In addition, it outputs a visualization bitmap that can be used in WM's overlay view to see what your splatmap looks like. You can customize the colors used for this visualization bitmap; if your final textures use similar colors, you will find the results identical. The best results come when using the Erosion input to map the wear/deposition map of the Erosion device to help with texturing.GFX2 !"#!@A?AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@@B?#$"! !hjfvwukmg 7:5jmg|.0,13.ƴȶǵƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴǴŲ~(*%)*&x")4 '1 '0&##,#+"*"+2!(1%.3#,1#+1%/7"*$.&.!)#-  }vytyn%'#')%ys%-rUc}[lyyXfAN`JYrvxiye{>Lc TXPqwktym%'#')%ys")3prbvuu}zubucx[m.9M`zrdyL\x?B<kqetym%'#')%ys$.thz{~yyXih`u/9QVk~vRd~Q_|"?B<kqetym%'#')%ys &.qn~_sK\t[jYipTeRevtp@MfZj"*2?B<kqetym%'#')%ys&04}zix}vQ_JWo{NbRexexiet:BUbu&0:?B<kqetym%'#')%ys#(upjRdfx`yHXrb{s_qg{\tmWgcx#*3?B<kqetym%'#')%ys!'.ryDSo`rEVjIWofzui~O^w1V#,2?B<kqetym%'#')%ys")xj{08KVmoTc|GVpDUqGXoR^vezLZtwwZj>Daw-:@?B<kqetym%'#')%ys &p3>QCQjuewYo-6HSd~^qeLUmtALj^o%/5?B<kqetym%'#')%ys&/}p9CY-3BzmXo#*7_s_x\rYi~Rabx '.?B<kqetym%'#')%ys (/{~tVfXh(0=YrtBRk19KNc~f}OYt{oes`p%/4?B<kqetym%'#')%ys")0ygyi}"+;%1CtBOfAMd;Iafwwro"(?B<kqetym%'#')%ys"+4xxwn!)9Wg\qFWr?H_|~DKe#?B<kqetym%'#')%ys!)1@PlESm%+8>MdVkFNhe{}}^ov!(1?B<kqetym%'#'(%x~r )2&17%.5#-6"  (4<&16"+. ). (/$.4'39!).&-)4; ).#)?B;kqesxl%'#&($tyn{yrRVM>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:=A:ORJnshqvk%&#&'#SWNzs|ux}rlqgfkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkakpesymRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?FalloffmatP1Falloff typen every BuildP1Invert Selectionled BuildsSSELSPRK ??6<PAR2P1??Minimum P1??MaximumP1>?Falloff:(A BP1Falloff type P1Invert SelectionWCOLGSPRK %??7<PAR2P1Em`ColormCOLGSPRK /&??8<PAR2P1MSjColorsMethodFile...COLGSPRK '??9<PAR2P1ColorpWKCOLGSPRK 'c??:<PAR2P1?yColorDefaultEQUASPRK 3c??;<PAR2P1>?EqualizationutsControls the degree of equalization. Full equalization means that each height value will be equally represented in the terrain.P1 Capture sampleorcTake the current heightfield and use it as a sample to equalize all terrain against in the future.P1 Release sampleBRelease the sample and again equalize every terrain individually.PULLSPRK !??<<PAR2CHGTSPRK ~??=<PAR2P1?Heightation< ary 'The height to set the terrain level atCHOSSPRK glamp??><PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CCHOSSPRK ???<PAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CNORMSPRK ^l??@<PAR2P1Number of Inputs=How many mask inputs and outputs should this device utilize.P1Priority Behavior - F2BDetermine which input masks to favor. Experiment for best effect.Equal priorityFavor top inputsFavor bottom inputsFavor varietyFavor best matchP1x??PriorityTThe strength of the priority effect. A value of zero is the same as equal priority.P1?ExclusioningF3 Cells?How strongly should the dominant mask exclude all other masks.PRCCSPRK ??A<PAR2P1Channel TypeutsDefaultRed / Green / BlueHue / Saturation / BrightnessCHGTSPRK 9??B<PAR2P1??Heightationts'The height to set the terrain level atCHOSSPRK U??C<PAR2P1Method n iDefaultChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CIVRTSPRK 5arken??D<PAR2CLMPSPRK ??E<PAR2P1?Range1Output File...P1>?Range2eTerracesP1TypeffmateP1Normalizepen every Build           fC@"D D@JDErosion ColoringREXT??Main Extents2TBDS_x%x_y%y2V/42TCDSTCNTREXT??Main Extents<#w<#wPXTBDS_x%x_y%y25T12TCDSTCNT[-d> >"w?SPRK Low Angle Splatmap??F<PAR2 P1Em`SandP1MSjRockP1VegetationP1?yErosionP1?Height CutoffP1??Slope CutoffP1Invert Height CoverP1x??ContrastP1>?Erosion Layer StrengthPRNOSPRK "Full Normal Mapayer??G<PAR2P1Encoding TypetsR=X, G=Y, B=ZP1Flip Xy BehaviorP1Flip Yyample+ Opacity             pHyH@h X    REXT??Main Extents?TBDS_x%x_y%y,?DTCDSTCNT[-d> >"w?SPRK 4PUE4 Export??H<PAR2P1-??High Angle StartP1qZ>?Mid Angle StartMainP1??Ridgeline Strength