WMDEVICEMACRSPRWorld7t<_%x_%yyd;>MACISPRKDunefield Inapt In??PAR2MACODefaultO#@@SPRK Dunefield Outpt Out??PAR2MACPSPRK`Dunefield ParamsParams??PAR2MACH Nico KornDunefield v1 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?#$"! !hjfvwukmg 7:5jmg|.0,13.½~(*%)*&xz|tyn%'#')%yswzk~tym%'#')%ysuytym%'#')%ysstym%'#')%ysqtym%'#')%ysoqtym%'#')%ys}oqtym%'#')%ysyuiqtym%'#')%ysVNwf}tym%'#')%ys}TV^m}tym%'#')%ysoXdowtym%'#')%ysbbq{tym%'#')%ys^k{tym%'#')%ys}butym%'#')%ysywktym%'#')%ys}hsstym%'#')%ysfbs}tym%'#')%ysvUukstym%'#')%ysUyZysytym%'#')%ysdGk{\}utym%'#')%yssCmIo\stym%'#')%ysqGuIqTwbstym%'#')%ysgJuOwU{`oytym%'#'(%x~rcQzU~[fp{sxl%'#&($tynibejqwqvk%&#&'#SWN{{}{qpqsvy|~zzRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?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.RescaleClipGRADSPRK_??PAR2P1ZhDirectionmp&The angle of the gradient. 0 is NorthP1?BWidththusleThe width of the gradient areaP1TilingdependantNoneLinearDiscontinuousRAMPSPRKH_??PAR2P1Type of RampModelCControls if the ramp has discontinuities or is linearly connected.Standard RampLinear RampP1@?AFrequencyshting2Remap the range from [0,1] to how many subranges.P1?Keep full heightapVIf true, this will rescale each ramp so that it occupies the full [0,1] height range.IVRTSPRK??PAR2IVRTSPRKpw]6??PAR2WARPSPRKL??PAR2P1ZhDirection1The angle to displace the terrain at. 0 is NorthP1=?StrengthThe amount of distortionP1CenteredmlKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesCHGTSPRKase value??PAR2P1??Heightonmputs'The height to set the terrain level atCLMPSPRKH??PAR2P1?Range1zeP1??Range2eLP1Type MidlandsbP1NormalizeateauRAMPSPRK??PAR2P1Type of RampCControls if the ramp has discontinuities or is linearly connected.Standard RampLinear RampP1A?AFrequencys2Remap the range from [0,1] to how many subranges.P1?Keep full heightVIf true, this will rescale each ramp so that it occupies the full [0,1] height range.RAMPSPRK_ase valueA6??PAR2P1Type of RampCControls if the ramp has discontinuities or is linearly connected.Standard RampLinear RampP1??AFrequencys2Remap the range from [0,1] to how many subranges.P1?Keep full heightVIf true, this will rescale each ramp so that it occupies the full [0,1] height range.SPLTSPRKd??PAR2P1OutputselectionMTRNSPRKP??PAR2P1>?CanyonizeP1=?Glaciate\OP1?Cubic MidlandsP1?Midland PlateauP1?SmoothP1?Smooth HVP1IntensityCMB2SPRK??PAR2P1Method RamputsmWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1??StrengthceLThe strength of the combination. High values cause a mroe pronounced effectIVRTSPRK??PAR2SPLTSPRK??PAR2P1OutputseIVRTSPRKase value??PAR2MTRNSPRKPL??PAR2P1>?CanyonizeP1=?GlaciateP1?Cubic MidlandsP1?Midland PlateauP1?SmoothP1?Smooth HVP1IntensitySPLTSPRK??PAR2P1OutputseSELFSPRKL??PAR2P1gHeadingeOutputsIThe angle along the ground sweeping from the North (0 degrees is North).P1-ZElevationseCThe elevation angle above the ground (0 degrees is on the ground).BIGASPRKhGR??PAR2P1>o:;?BiasdEU6w+Adjusts the average heights of the terrainP1;?o:;?Gaingth3Increases or decreases the contrast of the terrainMTRNSPRK??PAR2P1?CanyonizeP1333??GlaciateP1?Cubic MidlandsP1?Midland PlateauP1??SmoothP1??Smooth HVP1IntensityMTRNSPRK??PAR2P1?CanyonizeP1?GlaciateP1?Cubic MidlandsP1?Midland PlateauP1?SmoothStrengthP1??Smooth HVP1IntensityWARPSPRK??PAR2P1-hDirection/1The angle to displace the terrain at. 0 is NorthP1D=?StrengthThe amount of distortionP1CenteredlpmKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesBPRLSPRK??PAR2 P1StyleP1 BAEScaleP1? #<@?PersistenceP1OctavesP1@@GainP1@??OffsetP1SeedP1 BCHeightP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeWARPSPRKL??PAR2P1-hDirection1The angle to displace the terrain at. 0 is NorthP1D=?StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesBPRLSPRK??PAR2 P1StyleP1 BAEScaleP1? #<@?PersistenceP1OctavesP1@@GainP1@??OffsetP1OSeedP1 BCHeightP1??Distortion AmountP1?Distortion EnableP1hDistortion DirectionP1StabilizeS_CPSPRK???PAR2P1=?Current Value0The current value that this device is producingP1??Max Range)The maximum value to allow in the outputP1?Min RangeP `K)The minimum value to allow in the outputP1Type=Specify how to clamp the input value to the specified range.RescaleClipSSPL#SPRK\??PAR2P1OutputsValueP_BA1234Default%I>%I?m[?SPRK??PAR2P1Current SelectionSSPL#SPRK??PAR2P1OutputsMSWCSPRKdase value??PAR2P1Number of Outputs2Determines how many output ports should there be.P1Output Choice0 9Selects which output port should recieve the input data.U_MCSPRKd??PAR2P1Number of Inputs{!<#@<'c<<1Determines how many input ports should there be.P1Input Choice;<䏙<<'c<#@<<Selects which input port should be passed on to the output.SSPLSPRKK??PAR2P1OutputsEJP_BA120=Sickle?SPRK ??PAR2P1Current SelectionSSPLSPRK??PAR2P1OutputsMSWCSPRK|ase value??PAR2P1Number of Outputs2Determines how many output ports should there be.P1Output Choice9Selects which output port should recieve the input data.U_MCSPRK|??PAR2P1Number of Inputs1Determines how many input ports should there be.P1Input Choice<Selects which input port should be passed on to the output.MTRNSPRK0w??PAR2P1??CanyonizeP1?GlaciateP1?Cubic MidlandsP1?Midland PlateauP1?SmoothP1?Smooth HVN]OP1IntensityMSWCSPRKLase valuee??PAR2P1Number of Outputs2Determines how many output ports should there be.P1Output Choice9Selects which output port should recieve the input data.U_MCSPRKLase value??PAR2P1Number of Inputs1Determines how many input ports should there be.P1Input Choice<Selects which input port should be passed on to the output.MTRNSPRK0G??PAR2P1??CanyonizeP1?GlaciateP1?Cubic MidlandsP1?Midland PlateauP1?SmoothP1?Smooth HVP1IntensitySSPL#SPRKx??PAR2P1Outputs%EJS_CMSPRKx??PAR2P1D=?Current Value0The current value that this device is producingP1Operation6How should this device combine the two scalar inputs?Add togetherSubtract B from AMultiplyBLURSPRKJ??PAR2P1Blur typemp#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP1 Blur radiusQHow large the blur kernel is; this controls how strongly the terrain is effectedP1Scale-independanthScale independance ensures the effect doesn't change radically between a low and high resolution render ',%"$4!#        . )1*6  ! "!#$#%&&"&$'((()*)*+2+/+1+.+*+),+-!-#.0.//0/131223245455-6??Main ExtentsSPRKBDunefieldrAdapter 1.2??PAR2P1@>?AmplitudeA lot has changed sincP1=?Drifthe final result have been P1Repeat Structure making life a P1Styleo it probably wasn't that SineSickleP1p>?Displacement Scalenkdev.de wwwP1Displacement Seed 1adapter suppP1ODisplacement Seed 2network for P1`>?Displacement StrengthY