WMDEVICEMACR 6^ DefaultPAR2P1SettingsP1TypeSoftHardP1 Mask SmoothingP15DepthP1dIterationsP1Seed(s)P1A 'Seed 1SPRWorld >N>aZ.MACIHeightfield jFlowtfield jWeartfield jDeposition jSPRK Erosion Carving In??PAR2MACOHeightfield jSPRK Erosion Carving Out??PAR2MACPSPRK Erosion Carving Params??PAR2MACH Jeff ChenThis is a useful lightweight macro that carves flowmaps deeply into the terrain for a enhanced erosion effect. This is great for cgi terrain and works best with "Better Terraces".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?#$"! !hjfvwukmg 7:5jmg|.0,13.ƴȶǵƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴǴŲ~(*%)*&x}vytyn%'#')%ys6/}BQ8<?-{x)w+n1b(zMcC,m1)s463'r*mTXPqwktym%'#')%ys*z%v\SWCG3z,,,n"uN$xNR;L< ~%#'20#znf?B<kqetym%'#')%ys.}9SL::841yg@G+4#"@7y.AŨ:.&s)v<?B<kqetym%'#')%ys-b0rOP+DQĩQǙ*_=(B*6% OE6AϤB̬83|>B?B<kqetym%'#')%ys"j5RE9]XCƙ"xPmIrPQ;C4m"'()37|:~9}?B<kqetym%'#')%ys+(&:HSG:Ŧ)ghKC6q_v} /}qg v'h&c(e?B<kqetym%'#')%ys&!'5=ȨC0.*sJ; B:wxk%%fkMaF?B<kqetym%'#')%ys#y'.59/2*}RJvi'"2 ~j ~6@0$a'c?B<kqetym%'#')%ys(xrz%-49~uvnqk}n66;,xUI&C3$h*o?B<kqetym%'#')%ys%t|%-89"u3ypZSBȤEԸ@Ʋ NDUL*05xez`?B<kqetym%'#')%ys'aH+];vDD<<0pf-QD=ϧn 0'%+qzn}m?B<kqetym%'#')%ys!iH+xJ<_HxFxEx?@)s'zi>Gč3( ?7[P*/1 m%7?B<kqetym%'#')%ys#lG.P?mMґC…<.l)l12l:g;e$dyqcu`8=Ϥ6QTМ?B<kqetym%'#')%ys"h$e7=2ݠ#i_EyV(k.e;q6r~svp!-QVU՚?B<kqetym%'#')%ysubXn$¢}eE7n)/.o)e/ot in yb[رMՙ8}?B<kqetym%'#')%ys|h]R|n`Y KEdZ!.8$z]sb+ii) ~p^8Oŗ??B<kqetym%'#')%ysiNoUt]^O͸$һ21v#wY-r4}(t#wl2~4/1si&yQO?B<kqetym%'#')%ys hHX<lSpcv"%m'`0e2`(}V]A-h;7< wu&LN?B<kqetym%'#')%ysa@H1 -"`QTI <4na!py[)~U0S_4D"W7$yV0t59j^!z0F?B<kqetym%'#')%ysU9K8 @8M=#zpn`#zf)liRV; B/&^7r+^4p<+ X["}H?B<kqetym%'#')%ysT8N:QD+!hI.`kU/q'rNERH)w)o9y\KnbB_gs{7K?B<kqetym%'#')%ys$gF#rSYI%rY(sM/X4g/fU@YCZI)o)q-s)~iC9YU8db1+s:~?B<kqetym%'#'(%x~r?B;kqesxl%'#&($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?CapacityceP1Filter TypeP1!>?Filter StrengthP1MethodP1piSeednessP1n۶=>River DepthP1L=@?River BiasPowerP1Multiscale EnableP1}??Multiscale BiasP1Multiscale SynthesisP1Scale IndependenceP1Preserve EdgesrP1Use Original Mask StyleERD2SPRK ??PAR2P15AmountP15MS??HardnessP1??CapacityceP1Filter TypeP1%I>?Filter StrengthP1MethodP1A SeednessP1,K=>River DepthP1@?River BiasPowerP1Multiscale EnableP1~??Multiscale BiasP1Multiscale SynthesisP1Scale IndependenceP1Preserve EdgesrP1Use Original Mask StyleCMB2SPRK @??PAR2P1 MethodpeInputsmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailDifferencesScreenP1??StrengthusLThe strength of the combination. High values cause a more pronounced effectBLURSPRK ;??PAR2P1Blur typeڕMM#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP1Blur radiusԦMPզMQHow large the blur kernel is; this controls how strongly the terrain is effectedP1Scale-independantMP-M\Scale independence keeps the blur amount the same for both low and high resolution terrainsP14CDirectioningantAHDirection of Motion BlurEWTHSPRK ??PAR2P1dIterationsMP1StylehMyClassicTwo-phaseP1 >>StrengthݐMxP1??Mass BalanceMP1T< ף<Rock Angle 0MMP1o: ף<Talus AngleVp        REXT??Main ExtentsTBDS_x%x_y%y,|lTCDSTCNTz{z x?SPRK kErosion Carving??PAR2P1SettingsP1Type The type of erosion. Soft allows for a softer erosion, more suited to icy terrain while hard allows for a more rocky erosion.SoftHardP1 Mask SmoothingkThe amount of masking smoothing, made to reduce the tranistion between the eroded and non eroded portions.P15Depth>The depth of the erosion. Values past 100 are extremely deep.P1dIterations5The amount of iterations for the thermal weathering.P1Seed(s)P1A 'Seed 1 The seed.