WMDEVICEMACRDoverPAR2P1WSand P1 Rock P1jVegetation P1Erosion P1?Height Cutoff P1?Erosion Layer StrengthPacific Northwest 2PAR2 P1Em`Sand2uTYTYP1MSjRock28l2uP1VegetationTYP P1?yErosion28l2uTYP1?Height Cutoff@LD2P1??Slope CutoffuTYTYP1Invert Height Cover28l2P1(??ContrastTYTY IDP1??Erosion Layer StrengthuSnowy 2PAR2 P1Sand2u Y YP1U^qRock2x|2uP1Vegetation YP P1̰Erosion2x|2u YP1=?Height Cutoff@LD2P1??Slope Cutoffu Y YP1Invert Height Cover2x|2P1?Contrast Y Y IDP1$??Erosion Layer StrengthuSPRWorldK~1>N>ͫͫMACITerrain Input2Erosion Input2SPRK Basic Splatmap In??.PAR2MACOSplatmap RGB2Splatmap AB2VisualizerB2SPRK Basic Splatmap Out??/PAR2MACP SPRK 0RBasic Splatmap Params??0PAR2MACH World Machine}This revised version of the "Basic Coverage" macro is targeted at users who are creating texture weight or "splatmaps" for use in realtime renderers. This macro uses simple height and slope selection to produce a texture splatmap. In addition, it outputs a visualization bitmap that can be used in WM's overlay view to see what your splatmap looks like. You can customize the colors used for this visualization bitmap; if your final textures use similar colors, you will find the results identical. The best results come when using the Erosion input to map the wear/deposition map of the Erosion device to help with texturing.GFX2 !"#!@A?AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@@B?#$"! !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?Falloff?P1Falloff typeP1Invert SelectionHD=SSELSPRK "??4PAR2P1??MinimumP1??Maximumower?P1>?Falloffead-in?P1Falloff type(DP1Invert Selection DefaCOLGSPRK %H??5PAR2P1Em`ColormCOLGSPRK /&???6PAR2P1MSjColorCOLGSPRK '??9PAR2P1ColorCOLGSPRK 'cPTerr??:PAR2P1?yColorEQUASPRK 3Min??<PAR2P1>?EqualizationControls the degree of equalization. Full equalization means that each height value will be equally represented in the terrain.P12Capture samplecTake the current heightfield and use it as a sample to equalize all terrain against in the future.P12Release sampleBRelease the sample and again equalize every terrain individually.PULLSPRK !Styl??APAR2CHGTSPRK ~??BPAR2P1?Height'The height to set the terrain level atCHOSSPRK g>?Fall??DPAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CCHOSSPRK >?Fall??EPAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CNORMSPRK ^l??GPAR2P1Number of Inputs top inputs=How many mask inputs and outputs should this device utilize.P1Priority BehaviorBDetermine 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?Exclusion?How strongly should the dominant mask exclude all other masks.PRCCSPRK ??HPAR2P1Channel TypeRed / Green / BlueHue / Saturation / BrightnessCHGTSPRK 9??Prio??IPAR2P1??Height'The height to set the terrain level atCHOSSPRK U??JPAR2P1MethodChoose between A and B inputs bChoose between B and A inputs bAdd B to A based on CIVRTSPRK 5>?Prio??OPAR2CLMPSPRK B=??PPAR2P1?Range1World Machine Documents\PP1>?Range2Ph DP1TypeERD2P1NormalizeERD2ull Strengt           fC@"D D@JDErosion ColoringREXT??Main Extents2TBDS_x%x_y%y2V/42TCDSTCNTREXT??Main Extents<#w<#wPXTBDS_x%x_y%y25T12TCDSTCNT[-d> >"w?SPRK Basic Splatmap??FPAR2 P1Em`Sand2uބPބPP1MSjRock2X 2uP1VegetationބPP P1?yErosion2X 2uބPP1?Height Cutoff@LD2P1??Slope CutoffuބPބPP1Invert Height Cover2X 2P1x??ContrastބPބP IDP1>?Erosion Layer Strengthu