WMDEVICEMACRooD] Rocky BeachPAR2P1Use Custom Heightmap?P1vGrass 1P1ӘGrass 2P1Rock 1P1DDDRock 2P1Beach 1P1kBeach 2P1iWater 1P1:Water 2P1)">?Max Beach HeightP19>?Max Cliff SlopeP1Custom Heightmap InflueP1Use Global Water Level?P1?Water LevelP1?Beach SizeP1Smooth Underwater FeatuP1VWater 1P1AWater 2P1)">?Water HeightP1j&??Sun Heading Rocks/ BeachPAR2P1Use Custom Heightmap?uaOP1vGrass 1 @%4?P1ӘGrass 2` MS MSP1Rock 1?P1DDDRock 2P1Beach 1gEcP1kBeach 2 9!XP1iWater 1SozP1:Water 2PILP1`>?Max Beach Height{P1$??Max Cliff SlopewP1Custom Heightmap InfluephP1Use Global Water Level?P1>?Water LevelHP1D??Beach Size$gP1Smooth Underwater Featu P1iWater 1MP1:Water 2?PIP1)">?Water Height4P1j&??Sun Heading*P1>?Perlin SeednOqP1%I??Adv.Perlin PersistencekP1)>?Adv. Perlin SeedrCP1=>?Perlin DistortionP15MS>?Erosion Amount?P1Ice?gORocky MountainsPAR2P1Use Custom Heightmap?>P1Grass 1C> P1ؽGrass 2JBXP1sssRock 1pIe P160.Rock 2%P1Beach 144dP1ƝBeach 244dXP1dWater 14do/@P1FWater 2I/@PP1@>?Max Beach HeightP1??Max Cliff SlopeP1Custom Heightmap Influe??P1Use Global Water Level?C>P1?Water Level?C>P1=?Beach SizeC>నP1Smooth Underwater FeatuP1Water 1P1߿Water 2DP1)">?Water HeightTTdP1j&??Sun HeadingTTdP1>?Perlin Seeddq/@P1??Adv.Perlin PersistencePP1)>?Adv. Perlin SeedP1D??Perlin DistortionP1??Erosion Amount??P1Ice???C>SPRWorldD>)\>%LMACICustom Heightmap InSPRK Comprehensive Te In??PAR2MACOOverlay View PrimaryOverlay View OverlayOutput HeightmaplayFlow MaskghtmaplayWear MaskghtmaplayDeposition MasklayRock Mask MasklaySand Mask MasklayGrass MaskMasklayColour MapMasklayLightmap_AOasklayAmbient OcclusionayIce MaskcclusionayWater MasklusionayBeach MasklusionaySPRK ,Comprehensive Te Out??PAR2MACPSPRK 5Comprehensive Te Params??PAR2MACH Hamish GraceAdjust colours to suit scene. Adjust sliders to make it pretty looking. Add your own heightmap if youre just looking for colouring, or use the heightmap generator provided. Icecaps is in alpha, everything else is beta. contains stuff from coastal overlay and voronoise, credit to those guys for their contribution. outputs to heightmap, bitmap, ambient occlusion, lightmap, and several masks for photoshoping. easy to use, grouped devices for editing.GFX0 !"#!@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?#$"! !hjfvwukmg 7:5jmg|.0,13.ƴȶǵƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴǴŲ~(*%)*&x}vytyn%'#')%ys˗ȎȎȎȎȎȎȎȎȎȎȎȎɐ͓̓ʐȎȎȎȎȎTXPqwktym%'#')%ys˗ȎȎȎȎȎȎɏʐˑɐȎȎ͓ԛԛј͓ʐȎȎȎ?B<kqetym%'#')%ys˗ȎȎȎɏ͓јӛԛԛјјЗҙ֝ڡܣڢ؞ӚΔʐ?B<kqetym%'#')%ys˗ȎɏΕۣ֜ަۣۢ٠מ՜؟ݥߧ"ߦڢҘ?B<kqetym%'#')%ys˗˒ԜܣߧޥX޽NnɄлi77,ճ5"ݥ֞?B<kqetym%'#')%ysΚ֞ޥYƨ?+yq*]a7WeBS]7UZ&WX$X[#pt/O~З?B<kqetym%'#')%ysԠަ3ݼK8{&e\>E!0J<+MC*MC/UM8^S3RI+B=%730QAHcOw}?B<kqetym%'#')%ysS74ױ14mg#OY,D[;2F7+F=3XQ3VO,IE)B?.QJ2UO1OL,EB*FA(HA$F>?B<kqetym%'#')%ys\<-nr)D^7;bQ4[O:dX.IC30-KF2WQ9c[2UN/RJ1YP=lcCwk>la1SL*C??B<kqetym%'#')%ys#A=&H=-O>2SC.H@-LD:g\4[R2XO8`W%?:)B?*C@3TP6ZR(C>,MF3[S;g^G}pExk:cZ?B<kqetym%'#')%ys=\X6ZS2QK*FB-JE"73&><0OK;h]Aqd1WN+JD2TN4VO8[T&=9!31,,$<;7\U>laDwi?B<kqetym%'#')%ysCqe7_U3WO8bV9dW.LE(A>0RK)G>.QD?B<kqetym%'#')%ys4&D8&J<(M>*M>&J9#H6$G7$F6;.!;1 ;1 80?B<kqetym%'#')%ys'D9">290'G=,TG,WH,UH=27,8./("@5$G:"A48-6+6*5(*"2+)$3.?B<kqetym%'#')%ys.UH-*(%5/4bU>iCr=yf.YJ)RA$I9#E6%G6%G7&F8!<13+!:1!=0 9.">1$D7?B<kqetym%'#')%ys?}h8sa0\N"<44fU9t`5kY:vcBrGxBm5fW2aR+OE,IB,AA)BA2RN":6%& 53"52?B<kqetym%'#')%ys;ub8r`0^N-WJ:vbyh}h9q`=~iBq=wgHs:dY#65(6:"15.KJ5XS-FF)DC.SM6eY9q`9o_@sg3WM-'?B<kqetym%'#')%ysMH{J|6TP&;8?B<kqetym%'#')%ysNyp8`W9f[Iwm2KI"14%37)>?DuhJwJzHvHvM~Jt:aYCpe=e\5YQ+ED7\TEwh?B<kqetym%'#'(%x~r?B;kqesxl%'#&($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$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL@?PersistenceeP1H@?ALacunarityP1OctavesP1DQSeedP1`??SteepnessP1>?ElevationP1??Multiscale PowerP1Multiscale Lead-inP1Multiscale TypeSignal LevelElevationBi-Signal LevelBi-ElevationClassicalP1>?OffsetP1??GainP1Shapeguide PowerP1=?Distortion PowerP1??Persistence GuideBPRLSPRK :*Fyxvz6ޜ5cs9??PAR2 P1Style]s[:`fc*ciiiiSSP1ECAEScaleua7CfMkc_P1>%=`?Persistence\iKlK#% aa U UP1 Octavestyt%q=YZ+v.vgsCP1@@GainescmMvkH`P10??Offset@8gww@csu whvP1CSeedness*ttLibiyn P1 BCHeightonY t?3AIf`bz\3mP1??Distortion Amountei)\>ͫͫMACIPrimary InputO@Maskry InputO@SPRK <D-Ridges In is shifted??PAR2MACOPrimary OutputO@Ridges OutputO@SPRK (D-Ridges Outistributed ??PAR2MACPSPRK D-Ridges Paramsspecifie??PAR2MACH Nico KornD-Ridges/Vertical Terraces v1.3 This macro creates ridges running from the peaks to the valleys. You can directly use the macro to add some ridges to your terrain. Just connect your heightfield to the input - that's all. Let's say you don't like the way, the ridges are distributed by the macro. Simply check "Draw everywhere", and the ridges will appear all over the terrain. "What?! That is even worse!" Ok, I agree - but don't panic: If you don't like the way, the ridges are added to the terrain at all, you can use the optional output - It containes the pure ridges. Notice: The preview may show some strange structures in areas where many ridges are at one place. These are so called Moir effects caused by aliasing and will disappear as you take a closer look. If you have any questions or suggestions - You can find me at: My website: nkdev.de www.terradreams.de www.ashundar.com www.world-machine.com Have fun! NikitaGFX0 !"#!@A?AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@@B?#$"! !hjfvwukmg 7:5jmgþþ|.0,13.wt}pvi]soe~o{twXgdWheig}vi~HSN[pmoyz^ni~(*%)*&x~fSWURbZIoqAfeO|}MxzV^%22(9:@_bFhjY=UY##Ejkga[:MMfztyn%'#')%ys{hWNE{vNaEmq(AB9bcLVfR|#$,GI=df?hjT9W[#$7YZXR[:TUbvtym%'#')%ys{c\TL`a7Z\+IK>=jkDtuc7WZ12=hjRUa9UX_qytym%'#')%ysx^THXT[.NO+JJ/TTL\i.1+JKEyxUl+DG$<>J=kiYf4MMG[Xovtym%'#')%ysyfH|JRQ[$<=)JI5b``i\215][Tee*,,KJCwv@rp`_5QQQmgvtym%'#')%yswdUSKQW33'HED~ySdGqv /PQ4\YVeV 0UTNIU^=__Okfq{tym%'#')%ysubQVC{UE|z%$*OJRTV "+,0SS)JJToCko0USdcATNnutym%'#')%ysrxY}SF=zp\*JH5f`Zf3KQ !880XUC~ycU"252385fd>PKnutym%'#')%ysn~rVxPFPVAop/WTObX$%+IJW[g-;A''$$8ke:qjJ^AkiCVPnwtym%'#')%ysn~rSsJLQTM33Mi>`e 112XYZca'+&&'%(NHKWXAkhHb\r}tym%'#')%yslznMreH|QU0TS1YW*MK[b,IK 44,POG\Lz-.000.('NVZCtoIe^k|qtym%'#')%yskxlQ}oNWI 9je=snQV&'!!#?=97Lf0NQ'BC(HG&GD/[UF~UZ>ieATNlttym%'#')%ysm}qUwSV$:< 3d^NRDxw '%#A??vp[Y12&CC%A@%C@74<8)SLTZ:c]BWQoxtym%'#')%yskymQqOQ Dz?zs[&AA ,)(OK?zsOR210/4252<8@yV]6]YAVOlttym%'#')%ysotW|[6\[ ?zs9phPP" 3/2aYBxU4c](%,ZSRKk}qtym%'#')%ysrzfU'$/,7qh\.-(%2,+[RLO+( ?;%JD,(.aWGD~T[,JD=PIhymtym%'#')%ysxk>id *&93IA~v '$>6=v[­/ZT ;5,]S.`W+\QDK@zSX$96@XPhyltym%'#')%ysyi"54 3.>u\30 .&@}XéJ '$=5*YO%PF&RG>uEITP,'D`Wi|otym%'#')%ys{[}$! F=Y9og 61'#7|jVĨV31 <5"J@ H>'[Nzq%"C^Uizmtym%'#')%yszCWR"ICLK ";}p.dWCI7pf($D;,fX/o_:r=vDJDP=|r1,>TJi{ntym%'#')%ysx8@</+8wi_Ʋ33 4.G_.TR &!,'#OC+cU!J?7mILLOT;62-DcXjqtym%'#')%yss{5<77dZZ;nh $HB,^SWD}w )&$ ($=4&XJ"OB1s^@HHMUK,'-TIGj]jptym%'#'(%x~rqu?KCP_&<9,)1WP7j^^#430-.OI*&92/`R:~i>rLLORS[1[Q";37`SOselqsxl%'#&($tynp}qQ_VYw^9F@Gd[Fe[gU|s7B;;MFOuj>SK@[PFl]YZX\_baaB]RA]SGcW]|mpuqvk%&#&'#SWNs|ohsglvkv^g^g{okvq`j`boecrhjukv`lbcuhohqjul{n}kxkxdvjdvjduidsgl}os~rRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL%I>m>%I?n6?m[??SPRK H.^1??PAR2P1Current SelectionSPLTSPRK p??PAR2P1OutputsSSELSPRK O??PAR2P1>?MinimumJ^P1??MaximumP1>?FalloffnceP1Falloff type??P1Invert Selection@SPLTSPRK P??PAR2P1OutputsCHOSSPRK BDefault??PAR2P1Method??SWCHSPRK T??PAR2P1Input choiceV^JIf enabled, passes the optional input along instead of the primary input.CHGTSPRK H??PAR2P1??HeightDefault'The height to set the terrain level atPULLSPRK 8??PAR2CLMPSPRK @??PAR2P1?Range1K>P1??Range2DJGP1Typeff(f6P1NormalizepedmHSELSPRK ??PAR2P1>?Minimum(ZdLP1??MaximumR}(`+P1p>?Falloffnce  4P1Falloff typeSɍ_P1Invert SelectionDCMB2SPRK 0T! ??PAR2P1Method RampmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthsHWWLThe strength of the combination. High values cause a mroe pronounced effectSPLTSPRK H??PAR2P1Outputs@ LAYGYLOPYLOPASBL'u5?NZ??X*?gLI??!?-??!?e)??xg ?6???F???>??K>?5?.>? ?>? ?>?Wx ?Պ>?(?Z>?F>F>?,>(>?v>>?؄> >?q> =?>Td=?> і=?> і=?? і=? ? і=? ? і=?O=?=? ?3>?1*?nԏ>?<+?=?T>?>?]>?E?[>?V?>?Ph?>?$s? >?p?o??s?\8??r?9^??p?`??hU@?d???0?5>L?Polygon 1CDAT??SPRK  KaOPAR2P1Strength Method MaximumAdditiveP1QualityH X FastAccurateP1Breakup Enable P1??Shape Breakup8 P1??Shape FrequencySmooth P1Shape Roughness P1?Background Value             ??Main Extents_%x_%yySPRK >D-Ridges??PAR2P1@=?Clamp ResultodP1D??Blur InputAsBlurring your terrain wil cause the ridges to appear clearer - they will flow more elegant down the mountainsides.P1 @Number of RidgesJP1??Ridge ShapepThe peak of the ridges can be right or left. I suggest to test the effect of this parameter with 3 or 4 ridges. The default value is 0.5 (center).P1MultiplyquencyjVAttention! Multiplied ridges will not have the same distance from each other anymore.P1Draw Ridges everywhere6MACRSPRWorld]>)\>ͫͫMACISPRK GVoroNoise Ine noise eff??PAR2MACODefaultSPRK VoroNoise OutINIT-PARAM??PAR2MACPSPRK VoroNoise Paramsetermin??PAR2MACH Nico KornUVoroNoise v1.1 A voronoi-based generator with controls similar to usual perlin generators. Try the different styles and shapes! - they each produce different terrains. If you have any questions or suggestions - You can find me at: my website: nkdev.de www.terradreams.de www.ashundar.com www.world-machine.com Have fun! NikitaGFX0 !"#!@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?#$"! !hjfvwukmg 7:5jmgȾǿýľĿƺ|.0,13.mozrtwxycplXb_hxsTaYxajelsi~(*%)*&xc{[_yif|kK]\jq\uw_stkQbd&**?MMVlnhK^^btw!)++AEBjpgtyn%'#')%ysv}VtkFoisV|qvyQgh?QQc{~\rvVikYotVjmCSSjEVXx##,26>HM(12',,:?;foetym%'#')%yssy]yKvkh]niuf.<<qjYpsTfl9HIWloZpsBRV 1DDJ``-780?==@>goetym%'#')%yssza}itj]i`|pUim>NQul[rx!*+G]]Nef@QQ(13.<=+57=SQ-;;2EA?EAci`tym%'#')%ysptx`qdnekpe~K^_^t|ax~Ndh !5EHBUV:ML$-.(67%11)88/CB/EC6IE8;7`e\tym%'#')%yszoUqp[oRrrWvvYosWglI]_N`d7?C#%''d0@@Mfe(44"++!20+67->=$$':<:`e\tym%'#')%yspOxxs]e]o2<>1:<mYms,7;7HH:JJ\ty*/1goWrv4CE;PON_b*88=PP6FF"++#*-"'),97BKFejatym%'#')%ys~ckX{WBgc<\X%+.d\}~UjoO^eei;EI%,/0??0AA8NM$%(("#**#()AFBch^tym%'#')%yszgdkbRzv4TO#,.A$,-%./(34$-/!*+#$#%'ANIjuktym%'#')%ysv~hW~}Cri+;:)+/5XRUV}MqnVz{~f>QV3@D'22"()#11!./HNK||tym%'#')%yst{`|dQzrBZY;f^:g]C|phhl'@<{e}?PTCRX7CF!(+ '*() .>;Wa_tym%'#')%yssycPxpl;od0PKQ~Ayl[jIrmq_ow'23CRT &)).3 " "#"++0PGjrrtym%'#')%ysuy[hd}A[Y6JI9f^,SKU}xYgs[ioP`d)03&+-$)+.78.PJ4IGtym%'#')%ys};cY.ULOwdUGu>qfb2GDZnr-37"'.1%+. !$$$9GHnut|tym%'#')%ys|VwlmRwK~uW}KuGvn`w2-5PL,25&+/"')$)+%)+ %&!+677;@|tym%'#')%ysqwYfTFzm2VNS{Sws !#),&+/$*.!#"$'+0!"-89OiiP}htym%'#')%ysq3FEJlhW{*@<.48%(,!#!"# $& &'2=@Jy[~tym%'#')%ysx{`>rdS|8BD#() **"()(-1"'+!$)*%/0.-,+GSXlwliltym%'#')%ys{h;g[Yc9@C#'-. !$&"/:;+D@6VQFzq/+A\[mxWXytluztym%'#')%yssxhPwU,26#)*$)*&&'45:\Vh5;@;U\ZLRQO\XAIESc_qdM[VsWynbmktz`}v\skuttqvk%&#&'#SWNyvt~toypp{s~emehqihphcjbcjbdkcdkc\bYpvlzpflenuj~rs{albblcp|ss|m~tl|rr|rt|qRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?Range2'blnP1TypeffQ3P1Normalizepe]CLMPSPRK ??PAR2P1?Range1`5P1!>?Range2>^P1TypeG0P1Normalize6A?CLMPSPRK ??PAR2P1?Range1@4P1!=?Range2*P1TypelnOqP1NormalizekCLMPSPRK ??PAR2P1?Range1CHP1=?Range2?P1Type?P1Normalize_BPRLCMB2SPRK H64??PAR2P1Method1mWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthusLThe strength of the combination. High values cause a mroe pronounced effectCMB2SPRK u:COER4??PAR2P1MethodemWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthsLThe strength of the combination. High values cause a mroe pronounced effectCMB2SPRK H@??PAR2P1Methodation ModelmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthLightingLThe strength of the combination. High values cause a mroe pronounced effectCLMPSPRK Q??PAR2P1?Range1ЍP1!<?Range2V1^P1TypeP1Normalizec% CLMPSPRK iO??PAR2P1?Range18W}P1<?Range2i\)P1TypeP1Normalize~RUCMB2SPRK HT??PAR2P1Method1n TypemWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??Strengthl Water LevelLThe strength of the combination. High values cause a mroe pronounced effectCMB2SPRK ??PAR2P1MethodlorsmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthentLThe strength of the combination. High values cause a mroe pronounced effectCELLSPRK 'a??PAR2 P1VU?<AScalenation Model-The scale of the Voronoi noise in the world.P1 Styleed Lighting[^YEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance FunctionapGHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@ShapelippingBOffset the noise effect. The only effect is to shift the pattern.P1Distortion Enableirection+Enable the distortion input of this deviceP1?Distortion Amount:Primary DThe strength of distortion, determines how far the input is shiftedP1hDistortion Direction)The direction to distort the coordinatesP1aRandom Seed Level'Determines the features of the terrainP1_4Randomizevel`MRandomize the seed valueCELLSPRK 0??PAR2 P1VU?<AScaleмMult-The scale of the Voronoi noise in the world.P1 StylePrimary OutputYEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance FunctionsX^GHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@ShapeBOffset the noise effect. The only effect is to shift the pattern.P1Distortion Enable+Enable the distortion input of this deviceP1?Distortion AmountDThe strength of distortion, determines how far the input is shiftedP1hDistortion DirectionPrimary )The direction to distort the coordinatesP1aRandom Seed'Determines the features of the terrainP1_4RandomizeRandomize the seed valueCELLSPRK 0 ??PAR2 P1VU><AScaleFX^-The scale of the Voronoi noise in the world.P1 StyleMultYEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance FunctiontputGHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@Shape+X^BOffset the noise effect. The only effect is to shift the pattern.P1Distortion Enable+Enable the distortion input of this deviceP1?Distortion AmountDThe strength of distortion, determines how far the input is shiftedP1hDistortion Direction)The direction to distort the coordinatesP1aRandom SeedB:Primary 'Determines the features of the terrainP1_4RandomizeRandomize the seed valueCELLSPRK @P??PAR2 P1VU><AScale-The scale of the Voronoi noise in the world.P1 StyleX^YEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance Functione ary GHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@ShapePrimary OutputBOffset the noise effect. The only effect is to shift the pattern.P1Distortion EnableX^+Enable the distortion input of this deviceP1?Distortion AmountDThe strength of distortion, determines how far the input is shiftedP1hDistortion Direction)The direction to distort the coordinatesP1aRandom Seed'Determines the features of the terrainP1_4Randomize^:Primary Randomize the seed valueCELLSPRK ??PAR2 P1VU=<AScaleX^:Primary -The scale of the Voronoi noise in the world.P1 StyleYEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance FunctionX^GHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@ShapeHultBOffset the noise effect. The only effect is to shift the pattern.P1Distortion Enabletput+Enable the distortion input of this deviceP1?Distortion AmountX^DThe strength of distortion, determines how far the input is shiftedP1hDistortion Direction)The direction to distort the coordinatesP1aRandom Seed'Determines the features of the terrainP1_4RandomizeattaRandomize the seed valueCELLSPRK ??PAR2 P1VU=<AScaleManhattan-The scale of the Voronoi noise in the world.P1 StyleY^b:Primary YEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance FunctionGHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@Shapeate #1BOffset the noise effect. The only effect is to shift the pattern.P1Distortion Enablee +Enable the distortion input of this deviceP1?Distortion AmountDThe strength of distortion, determines how far the input is shiftedP1hDistortion DirectionSY^)The direction to distort the coordinatesP1aRandom Seed'Determines the features of the terrainP1_4RandomizeAlternate #1Randomize the seed valueCLMPSPRK !??PAR2P1?Range1e+ P1i!;?Range2 P1Typesy2-P1Normalize[CLMPSPRK 9??PAR2P1?Range1xKP1б;?Range2}DP1Type\)7.(P1NormalizetVCMB2SPRK H??PAR2P1Methodof InputsmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthiceLThe strength of the combination. High values cause a mroe pronounced effectCELLSPRK ??PAR2 P1VU<<AScale-The scale of the Voronoi noise in the world.P1 StyleManhattanYEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance Function:Primary GHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@ShapeBOffset the noise effect. The only effect is to shift the pattern.P1Distortion Enable+Enable the distortion input of this deviceP1?Distortion Amounte DThe strength of distortion, determines how far the input is shiftedP1hDistortion Directiont)The direction to distort the coordinatesP1aRandom Seed Y^'Determines the features of the terrainP1_4RandomizeAlternate #2Randomize the seed valueCELLSPRK B??PAR2 P1<<AScalenation Model-The scale of the Voronoi noise in the world.P1 Styleed LightingYEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance FunctionapGHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@Shapelipping64BOffset the noise effect. The only effect is to shift the pattern.P1Distortion Enableirection+Enable the distortion input of this deviceP1?Distortion AmountDThe strength of distortion, determines how far the input is shiftedP1hDistortion Directionq@^)The direction to distort the coordinatesP1aRandom Seed Level'Determines the features of the terrainP1_4RandomizevelRandomize the seed valueCMB2SPRK T??PAR2P1Methodof InputsmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthiceLThe strength of the combination. High values cause a mroe pronounced effectSSPL#SPRK SeedlitterMask Input??PAR2P1 OutputsValue^ ^WARPSPRK ??PAR2P1hDirection1The angle to displace the terrain at. 0 is NorthP1L>?StrengthF3 - F2The amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingF3 CellsLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesBPRLSPRK )??PAR2 P1Style HgU@4nALkP1CAEScaleAd)lhK!Q phP1?%=`?PersistenceA<P1Octaves5p&r1`nVP1@@GainOJ8UrMn!X4>Q^Ko"P1@??Offsetrb/V0VXWIlmiP1SeednslpYttt.dihjhP1 BCHeightsmVrs/C\.nkt*UkP1??Distortion AmountmiAtiDWP1?Distortion Enable;tj^?C{amP1hDistortion DirectionmBhnuenP1Stabilize(*VmBPRLSPRK -??PAR2 P1Style*N=>iiYW4hln([ 9P1dBAEScale5$iUn!eBcDP1?%=`?PersistencenR+UB"]nd`dP1OctavesWB l\oO_/o+O^P1@@Gain-#mp&Ywnt%kKnYi TP1@??OffsetQoQWunxge:?n#hNP1sqSeedpeq=bfBn ed$yp&We{Q=lP1 BCHeight^nibCNFgkAq%P1??Distortion AmountmSjgepP1?Distortion Enable`);nqroP1hDistortion Directionb%WP1StabilizerqZWjj'T@^WARPSPRK ??PAR2P1-hDirection1The angle to displace the terrain at. 0 is NorthP1=?StrengthF3 - F2The amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingF3 CellsLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesBPRLSPRK <.??PAR2 P1StyleP1AAEScaleP1?%=`?PersistenceP1OctavesP1@@GainP1@??OffsetP1sqSeedP1 BCHeightP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeWARPSPRK '??PAR2P1ZhDirection1The angle to displace the terrain at. 0 is NorthP1L=?StrengthF3 - F2The amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingF3 CellsLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesBPRLSPRK @z??PAR2 P1StyleP1EAAEScaleP1?%=`?PersistenceP1OctavesP1@@GainP1@??OffsetP1BSeedP1 BCHeightP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeWARPSPRK o??PAR2P1hDirection1The angle to displace the terrain at. 0 is NorthP1<?StrengthF3 - F2The amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingF3 CellsLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSSPL#SPRK @VoroStyle??PAR2P1OutputsValue` SSPL#SPRK (4VoroStyle??PAR2P1OutputsCurrent ValueSSPL#SPRK kVoroStyleMin ??PAR2P1OutputsType& ^S_CPSPRK ??PAR2P1>?Current ValuePrimary 0The current value that this device is producingP1!??Max Range)The maximum value to allow in the outputP1?Min Range)The minimum value to allow in the outputP1Type@8=Specify how to clamp the input value to the specified range.RescaleClipSSPL#SPRK UniSplitter??PAR2P1OutputsValue?S_GNSPRK x1/88125??PAR2P1>?ValuesValue!?The scalar value to generate.S_ARSPRK sub x25??PAR2P1?Current Value#0The current value that this device is producingP1??Amount2The scalar value to combine with the input value.P1Operation6Specify the operation to perform on the input scalar.Add to valueSubtract from valueMultiply with valueP1Clipping9Specify how to handle values that leave the [0,1] range.RolloverClipS_ARSPRK wadd x0625??PAR2P1!??Current Value0The current value that this device is producingP1??Amount`0X2The scalar value to combine with the input value.P1Operation6Specify the operation to perform on the input scalar.Add to valueSubtract from valueMultiply with valueP1Clipping9Specify how to handle values that leave the [0,1] range.RolloverClipSSPL#SPRK 4UniSplitter??PAR2P1OutputsValue ^S_INSPRK X/Inverter??PAR2S_GNSPRK h0.525??PAR2P1??ValuesThe scalar value to generate.S_GNSPRK h'0.25??PAR2P1>?ValueMask InpThe scalar value to generate.S_GNSPRK hW0.125??PAR2P1>?Value ^The scalar value to generate.S_GNSPRK h0.0625??PAR2P1=?ValueThe scalar value to generate.S_GNSPRK h0.03125??PAR2P1=?ValueionfaultThe scalar value to generate.S_GNSPRK hG0.00390625??PAR2P1;?ValueAmount ^The scalar value to generate.S_GNSPRK h0.015625??PAR2P1<?Valueng?The scalar value to generate.S_GNSPRK h.0078125??PAR2P1;?ValueThe scalar value to generate.SSPL#SPRK oroStyleMin ??PAR2P1OutputsSSPL#SPRK eed??PAR2P1OutputsValueS_CPSPRK p'??PAR2P1!>?Current ValueG`00The current value that this device is producingP1!??Max Range)The maximum value to allow in the outputP1?Min Range)The minimum value to allow in the outputP1Type^=Specify how to clamp the input value to the specified range.RescaleClipS_CPSPRK XW??PAR2P1=?Current Value0The current value that this device is producingP1!??Max Range)The maximum value to allow in the outputP1?Min Range)The minimum value to allow in the outputP1Type=Specify how to clamp the input value to the specified range.RescaleClipS_CPSPRK @??PAR2P1!=?Current Value0The current value that this device is producingP1!??Max Range??)The maximum value to allow in the outputP1?Min RangeW^)The minimum value to allow in the outputP1Type=Specify how to clamp the input value to the specified range.RescaleClipS_CPSPRK ( Por??PAR2P1<?Current Value?0The current value that this device is producingP1!??Max Range)The maximum value to allow in the outputP1?Min Range)The minimum value to allow in the outputP1TypeCoor=Specify how to clamp the input value to the specified range.RescaleClipS_CPSPRK ??PAR2P1!<?Current ValueXO0The current value that this device is producingP1!??Max Range)The maximum value to allow in the outputP1?Min Range)The minimum value to allow in the outputP1TypeU^S_AR=Specify how to clamp the input value to the specified range.RescaleClipS_CPSPRK ??PAR2P1б;?Current Value0The current value that this device is producingP1!??Max Range)The maximum value to allow in the outputP1?Min RangeL^)The minimum value to allow in the outputP1Type=Specify how to clamp the input value to the specified range.RescaleClipS_CPSPRK G??PAR2P1i!;?Current Value0The current value that this device is producingP1!??Max Range)The maximum value to allow in the outputP1?Min Range)The minimum value to allow in the outputP1Type``=Specify how to clamp the input value to the specified range.RescaleClipCLMPSPRK ??PAR2P1?Range1;/:P1??Range2 'P1Typestence P1Normalize-SSPL#SPRK @aed??PAR2P1OutputsValueS_CMSPRK 4a^4??PAR2P1??Current Value ^0The current value that this device is producingP1Operation6How should this device combine the two scalar inputs?Add togetherSubtract B from AMultiplyS_CMSPRK 0La x??PAR2P1@6??Current Value0The current value that this device is producingP1Operation6How should this device combine the two scalar inputs?Add togetherSubtract B from AMultiplyS_CMSPRK 0a x??PAR2P1@6??Current Value0The current value that this device is producingP1Operation6How should this device combine the two scalar inputs?Add togetherSubtract B from AMultiplyC_GNSPRK hCoordGen`f ??PAR2P1=CX Value$The X axis coordinate in worldspaceP1>CY ValueValued?^$The Y axis coordinate in worldspaceSSPL#SPRK XCoordinate??PAR2P1OutputsValueSSPL#SPRK Coordinate????PAR2P1OutputsSSPL#SPRK xCoordinate??PAR2P1OutputsValuetS_ARSPRK OWrldOrigo to VrnOrigo??PAR2P1~??Current Value0The current value that this device is producingP1$:?Amountge2The scalar value to combine with the input value.P1Operation6Specify the operation to perform on the input scalar.Add to valueSubtract from valueMultiply with valueP1Clipping9Specify how to handle values that leave the [0,1] range.RolloverClipS_ARSPRK WrldOrigo to VrnOrigo??PAR2P1s??Current Value0The current value that this device is producingP1$:?Amountge2The scalar value to combine with the input value.P1Operation6Specify the operation to perform on the input scalar.Add to valueSubtract from valueMultiply with valueP1Clipping9Specify how to handle values that leave the [0,1] range.RolloverClipS_CPSPRK `OClamp X??PAR2P1e;>?Current Value0The current value that this device is producingP1??Max Range)The maximum value to allow in the outputP1v>?Min Range)The minimum value to allow in the outputP1Typeing=Specify how to clamp the input value to the specified range.RescaleClipS_CPSPRK `Clamp Y??PAR2P1m>?Current Value0The current value that this device is producingP1??Max Range)The maximum value to allow in the outputP1v>?Min Range)The minimum value to allow in the outputP1Typeing=Specify how to clamp the input value to the specified range.RescaleClipI_GNSPRK 003125??PAR2P1Valuet Value ^The integer value to generate.I_GNSPRK 300390625??PAR2P1ValuesValueMin RangeThe integer value to generate.SSPL#SPRK DistanceFctn??PAR2P1OutputsValueSSPL#SPRK DistanceFctn#^^??PAR2P1OutputsSSPL#SPRK DistanceFctn_CPG??PAR2P1OutputsI_GNSPRK 0 Fli25??PAR2P1ValuesThe integer value to generate.I_GNSPRK /1 Phy25??PAR2P1ValuesValueThe integer value to generate.I_GNSPRK G3 Mar??PAR2P1ValueThe integer value to generate.I_GNSPRK _5 San??PAR2P1ValuesValueThe integer value to generate.I_GNSPRK w6 Cha??PAR2P1ValueThe integer value to generate.I_GNSPRK 7 Sla??PAR2P1ValueThe integer value to generate.I_GNSPRK 8 Bas??PAR2P1ValueThe integer value to generate.I_GNSPRK 9 Por??PAR2P1 ValueThe integer value to generate.U_MCSPRK @??PAR2P1Number of Inputsl1Determines how many input ports should there be.P1Input Choicetingtput<Selects which input port should be passed on to the output.U_MCSPRK ??PAR2P1Number of Inputs1Determines how many input ports should there be.P1Input Choiceter Level<Selects which input port should be passed on to the output.SWCHSPRK (??PAR2P1Input choiceutsFJIf enabled, passes the optional input along instead of the primary input.SPLTSPRK h??PAR2P1OutputsSmooth Ridged-JKYZ[           \!#   !!"##$$$$%$%&&&&&'(+(*)(*7+6,+,*-@.'/8091:2;3>4<5=6'68696:6;6<6=6>7'78797:7;7<7=7>89:; < =>?[@C@C@B@BA,BACADFEEEEEE EE"FEFGGGGGHDIDJHKILZMZNONPOOOOPPPPQYRYSYTYUYVYWYXYY%ZN[\?\[??Main Extents_%x_%yySPRK VoroNoiseDistributed ??PAR2P12Random Seed-?=?!?P1 >?Persistence5?.>L?P1>?X - Position>?,>(>P1>?Y - Position> і=>?P1Style=>? ?3>n&?FlintPhylliteMarbleSand stoneChalkSlateBasilicaPorphyreP1ShapeE?[>p$??V?straightroundedP1Use Stabilized Noise9^? i??CLMPSPRK :??PAR2P1?Range1??P1+??Range2?P1TypeP1NormalizeERD2SPRK aInput??PAR2P1AmountP16MS??HardnessP1??CapacityP1Filter TypeP1%I>?Filter StrengthP1MethodP1!SeedP1,K=>River DepthP1@?River BiasP1Multiscale EnableP1b??Multiscale BiasP1Multiscale SynthesisP1Scale IndependenceP1Preserve EdgesP1Use Original Mask StyleCOERSPRK ??PAR2P1Simulation TypeX@^Simple (fast)P1A~Use Global Water LevelP1>?Water LevelctionP1=L=?Beach Size??P1Transition ZoneeO SmoothCliffsP1>?Transition PowerP1?Smooth Underwater FeaturesP1 Smoothing AmountW@SWCHSPRK ??PAR2P11;Input choicepeV^JIf enabled, passes the optional input along instead of the primary input.COGRSPRK \??PAR2P1Color #1n Type:Primary P1ؽColor #2l Water LevelBPRLSPRK ;Seed??PAR2 P1StyleP1EAAEScalessP1(?%=`?PersistenceP1OctavesypeP1@@Gainr StrengthP1@??OffsetP1 SeedP1 BCHeightepthP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1Stabilize SynthesisSSELSPRK _V??PAR2P1?Minimum3P1)"??Maximum{9nP1=?Falloffnce+}nHteI}+P1Falloff type:$V ?_P1Invert Selection-CHOSSPRK 3Defaultte I??PAR2P1MethodTerracedPRLMSPRK ??PAR2 P1Illumination ModelDirect LightingRaytraced LightingP1Included LightingShadowsIndirect Lighting Only(Shadows + Indirect + Direct)P1Produce RGB LightmapP1Soft ClippingP1Use Global Light DirectionP1hSun HeadingP1 ZSun AltitudeP1>?Sky Lighting LevelP1?Diffuse LevelP1Sun ColorP1Sky ColorCMB2SPRK ??PAR2P1Methodation ModelmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthLightingtputLThe strength of the combination. High values cause a mroe pronounced effectHSELSPRK Q??PAR2P1)">?Minimum:5OӢĒL<P1??MaximumQP1?Falloff硥Vs]P1Falloff typeTقթ%KP1Invert SelectionCOLGSPRK ??PAR2P1ColormnCHOSSPRK 3Defaultte I??PAR2P1Method٤HSELSPRK ^??PAR2P1?Minimum 7|C _P1@>?Maximum+3y.P1=?Falloffnce\a"MP1Falloff typeM:۞tqP1Invert SelectionCOLGSPRK 0^??PAR2P1߿Colorm?;CHOSSPRK EhDefault??PAR2P1Method@?HSELSPRK WCoordinate I??PAR2P1)">?MinimumP1??MaximumP1<?FalloffnceP1Falloff typeP1Invert SelectionSELCSPRK O??PAR2P1@>@Strengthion ModelCHOSSPRK Primary Inpu??PAR2P1MethodLacunarityIVRTSPRK W??PAR2BLURSPRK WO??PAR2P1Blur typeon Model#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP1Blur radiushtingevelQHow large the blur kernel is; this controls how strongly the terrain is effectedP1Scale-independantap^C^\Scale independance keeps the blur amount the same for both low and high resolution terrainsSELFSPRK ??PAR2P1gHeadinge IThe angle along the ground sweeping from the North (0 degrees is North).P1ZZElevationsCThe elevation angle above the ground (0 degrees is on the ground).BLURSPRK ??PAR2P1Blur typefault#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP1 Blur radius QHow large the blur kernel is; this controls how strongly the terrain is effectedP1Scale-independantL\Scale independance keeps the blur amount the same for both low and high resolution terrainsCLMPSPRK Wlt??PAR2P1>?Range1P1??Range2??P1Typeffnce$gP1Normalizepeu# CHOSSPRK '~~Defa??PAR2P1Method SelectionCHGTSPRK W??PAR2P1??Heightpe F'The height to set the terrain level atCHOSSPRK (/~~8??PAR2P1MethodMethodFile...COGRSPRK ??PAR2P1sssColor #1^:LightmapP160.Color #2usCOGRSPRK ??PAR2P1Color #1LP1ƝColor #2U^rtputBPRLSPRK ??PAR2 P1StyleP1EAAEScaleP1(?%=`?PersistenceP1OctavesP1@@GainP1@??OffsetP1!SeedP1 BCHeightP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeBPRLSPRK o??PAR2 P1StyleP1EAAEScaleP1(?%=`?PersistenceP1OctavestyP1@@GainesP1@??OffsetP1SeednessP1 BCHeightonP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeCMB2SPRK T??PAR2P1MethodmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthLThe strength of the combination. High values cause a mroe pronounced effectEQUASPRK Dist??PAR2P1??EqualizationpC^Controls the degree of equalization. Full equalization means that each height value will be equally represented in the terrain.P10$5Capture sample:Mask InpcTake the current heightfield and use it as a sample to equalize all terrain against in the future.P1P$5Release sample InputBRelease the sample and again equalize every terrain individually.HSELSPRK j??PAR2P1?MinimumP1??MaximumP1>?FalloffnceP1Falloff typeP1Invert SelectionTRCESPRK PAR2P1Terrace MethodSozQThe terracing method controls how sharp or smooth the various terrace edges are.SimpleSharpSmoothP1 Number of TerracesL7The number of different levels present in the terrain.P1b? #;AScaleUP1?@?PersistenceP1H@?ALacunarityP1OctavesP1ZSeedP1h??SteepnessP1?ElevationP1?Multiscale PowerP1Multiscale Lead-inP1Multiscale TypeSignal LevelElevationBi-Signal LevelBi-ElevationClassicalP1?OffsetP1??GainP1Shapeguide PowerP1=?Distortion PowerP1??Persistence GuideHSELSPRK ^??PAR2P1??MinimumP1??MaximumP1>?FalloffnceP1Falloff typeP1Invert SelectionCMB2SPRK e??PAR2P1Methodation:Primary mWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthamplekU^LThe strength of the combination. High values cause a mroe pronounced effectBPRLSPRK Seed??PAR2 P1StyleP1EAAEScaleP1(?%=`?PersistenceP1OctavestyP1@@GainesP1@??OffsetP1 #SeednessP1 BCHeightonP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeCOGRSPRK ??PAR2P1dColor #1< t<?MinimumP1??MaximumP1L=?FalloffnceP1Falloff typeP1Invert SelectionCHOSSPRK SyGҥPӥ??PAR2P1MethodMethodFile...IVRTSPRK sf??PAR2BPRLSPRK ??PAR2 P1StyleP1EAEScaleP1`?%=`?PersistenceP1 OctavestyP1@@GainesP1@??OffsetP1SeednessP1 BCHeightonP1H??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeCMB2SPRK ??PAR2P1Method:{:yX:9:::~ 9mWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1>?StrengthU;#;+9;P;Jj;;LThe strength of the combination. High values cause a mroe pronounced effectCLMPSPRK w??PAR2P1u>?Range1phaP1>?Range2jP1TypestenceNBP1NormalizepeEcRAMPSPRK o??PAR2P1Type of Ramp(M CControls if the ramp has discontinuities or is linearly connected.Standard RampLinear RampP1??AFrequency2Remap the range from [0,1] to how many subranges.P1?Keep full heightD^VIf true, this will rescale each ramp so that it occupies the full [0,1] height range.BLURSPRK G??PAR2P1Blur typefaultInput#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP1ZBlur radiusQHow large the blur kernel is; this controls how strongly the terrain is effectedP1Scale-independantL\Scale independance keeps the blur amount the same for both low and high resolution terrainsSSPLSPRK istanceFctn0xU??PAR2P1OutputsSSPLSPRK xUG??PAR2P1OutputsSSPLSPRK ??PAR2P1 OutputsSSPLSPRK {"^??PAR2P1OutputsLAYGYLOPYLOPASBLY#?f1?= W?^;?*?= W? pd?,(?= W?4q? ?= W?z?0?= W?.6?>g>= W?i"?v>= W??x== W??.o== W??̣== W?(f?x>= W?\z?AL>= W?\z?AL>= W?<'?]>= W?+?ƇR>= W?kz ?p>= W?v? >= W? ^ ?/>= W? ?G>= W?gb?>= W?U?ò>= W? ?>= W??;M>= W?8?%f>= W? ?Y>= W?= W? ?Ai]=>\>Polygon 1CDAT?? SPRK -~?YX?n?w]~?{NU?#m?PAR2P1Strength Method?% MaximumAdditiveP1Quality(& P8& FastAccurateP1Breakup Enable& P1??Shape BreakupMinimum' P1??Shape Frequency?' P1Shape RoughnessP1' P1?Background Valueh( OLVWSPRK F4 - F2??PAR2P1Mask Colorsw<ߒ׊Color #1ionB:Primary P1?|Color #2ampleBPRLSPRK o0??PAR2 P1StyleP1EAAEScaleP1(?%=`?PersistenceP1OctavesP1@@GainP1@??OffsetP1!SeedP1 BCHeightP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeHSELSPRK f??PAR2P1@>?MinimumP1-˲>?MaximumP1=?FalloffnceP1Falloff typeP1Invert SelectionCHOSSPRK ??PAR2P1Method )   ##$$//  B  ?       >B    9 >         8   "'C'=;     ! "1#"$%#&$'2(?)(*+-,--*.//10305070 11 2364>576574718*8,939490:::::::B::=:: ;; <>:?@CA@BCC" `@7tBase Heightfield`@ 3Heightfield Editing`"=Ca Use Icecaps?`@@Colours`  Macro Stuff`D D@^NAdvanced Stuff (Dont Really need to edit things in here unless youre tweaking)`@CC@Colouring Guides`@WDD$Prieview Pane (Lock for ease of use)` Variables``DaDOut`@TDSee Here??Main ExtentsDefaultX_x%x_y%yZ&@SPRK Comprehensive Terrain??PAR2P1Use Custom Heightmap?>P1Grass 1C>p P1ؽGrass 2pEBXP1sssRock 1J0 P160.Rock 20 Z P1Beach 10 Z Z P1ƝBeach 2Z Z >P1dWater 1Z ?/@P1FWater 2F4>/@P1@>?Max Beach HeightP1)"??Max Cliff SlopeP1Custom Heightmap Influe??P1Use Global Water Level?C>P1?Water Level?C>P1=?Beach SizeC>P1Smooth Underwater FeatuP1Water 1 e 0 P1߿Water 20 Z P1)">?Water HeightZ Z P1j&??Sun HeadingZ Z A?P1>?Perlin SeedD>/@P1??Adv.Perlin PersistenceP1)>?Adv. Perlin SeedP1D??Perlin DistortionP1??Erosion Amount??P1Ice???C>P1-˲>?Snow Height?C>