WMDEVICEMACRSPRWorld$>_%x_%yyN>MACIEroded Terrain@Flow Maskrain@SPRKGlaciers 1.3 In??PAR2MACOHeight Output@Raw Glaciert@Main Glacier@SPRKP Glaciers 1.3 Out??PAR2MACPSPRK8Glaciers 1.3 Params??PAR2MACH Nico Korn+Glaciers v1.3 This macro takes an eroded terrain and it's flow map as input and generates glaciers. A lot has changed since v1.2. All the splitters and a whole bunch of devices that had only minor impact on the final result have been deleted, making the macro much faster and use less memory. Erosion now happens autside the macro, making life a lot easier. There is no adapter anymore! I can't even remeber what the adapter did so it probably wasn't that important anyway. If you have any questions or suggestions - You can find me at: my website: nkdev.de www.terradreams.de www.ashundar.com www.world-machine.com Have fun! Nikita changelog: v1.1 adapter support added v1.2 adapter support removed, erosion now has to happen outside the macro, optimized the network for performanceGFX0 !"#!@A?AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@AB@@B?#$"! !hjfvwukmg 7:5jmg˿ü|.0,13.®οԼۿؼپؽպ׼ؼ¨¯~xZ\V~(*%)*&x˴׷{{ݹ~oyj|LNJIJFcb^BC@efc}zutyn%'#')%ysc\U>?={xwWWTZYUxnb`[;=; ~}x@?<!"!IHEMLIssp{tym%'#')%yshi_@B?\[WtqoHEBa^Y~{tlke33/UTODDAgfa~}ytym%'#')%ys~worhIHD~w>:6pni}y,,(,++zba\rqm|}{vtym%'#')%ys}rukWVO~{sTPKJHEzxqkjf<<8TTSzyutrntym%'#')%ys}|wyxq862-,*ca[jieXXUtym%'#')%ys~,*&~JKExzttym%'#')%yswnphKIDVWVtvrtym%'#')%yszmmf895320@A?tym%'#')%ys_]X%(%TVS352}}tym%'#')%ysec])+)8;8LOJXZWtym%'#')%ys}1/-1.-/.,163twrtym%'#')%ys}rrl422C?>+-+}u}ttym%'#')%ysmrh\\V+*)NJIOKJFEBjzp\cZFULtym%'#')%ysptjNOJSOM]ZXUQOzzv_tjjyobpe,5.`lftym%'#')%ysswmWWSd_^a_]mmje|rhvlirghshcpe=MDtym%'#')%yswzqffafcavxu¿}erhWZSN[Qbwl^qgWe\STM}tym%'#')%ys|upqlquqjwmnukmti^tid}s[re5E=.91tym%'#')%ysyovn]pcazmd}pkxhsjX`WW_U/71z}tym%'#')%ys}syva~qe~sfsOeYfrhjqhLSKLRKtym%'#')%ysyc}rcsetZsfQbWZujjynKSKoyqtym%'#')%ysy[rhSg\IbVRmaQi^Rpc]pd~ſtym%'#')%yse~sWl`K^QE^QMg[LfZGbVOh\xtym%'#'(%x~r¾\shIdVIfWIbUKfXNi[IbWIbVpysxl%'#&($tyn{sz`rgUl]ThZVi]Zm`Ti\PdVRdX^pd^rfqvk%&#&'#SWN|v|~y~tptjipeqwl`i^^g\aj`epdgsf`j_bmbjvk}yRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?Range1P1 ף>?Range2P1TypegjO\P1NormalizeHSELSPRK"??PAR2P1>?MinimumeOP1??MaximumP1?FallofflandsUOP1Falloff typeauP1Invert SelectionSPLTSPRK@'??PAR2P1Outputs??CMB2SPRKremove from valley??PAR2P1MethodE6/mWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1??StrengthLThe strength of the combination. High values cause a mroe pronounced effectBLURSPRK:??PAR2P1Blur type#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP1Blur 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 renderSELFSPRK???PAR2P1gHeadinge6IThe angle along the ground sweeping from the North (0 degrees is North).P1ZZElevationsCThe elevation angle above the ground (0 degrees is on the ground).IVRTSPRKx:??PAR2CLMPSPRK;??PAR2P1?Range1tjOkP1fff??Range2P1TypeffjOP1NormalizepeBLURSPRKPBlur??PAR2P1Blur type#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 renderCLMPSPRK(??PAR2P1H>?Range1P1??Range2P1TypeP1NormalizeBLURSPRK??PAR2P1Blur type#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP1Blur 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 renderIVRTSPRKh'??PAR2CLMPSPRKX'??PAR2P1?Range1P1??Range2P1TypeP1NormalizeLCMB2SPRK o add??PAR2P1MethodpemWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1??StrengthusLThe strength of the combination. High values cause a mroe pronounced effectCMB2SPRK O??PAR2P1MethodYB6{mWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1X<?StrengthLThe strength of the combination. High values cause a mroe pronounced effectHSELSPRK??PAR2P1ff??MinimumeP1??MaximumROP1=?FalloffdlandsKROP1Falloff typeauP1Invert SelectionuROCMB2SPRK@????PAR2P1MethodmWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1??StrengthLThe strength of the combination. High values cause a mroe pronounced effectCMB2SPRKh????PAR2P1MethodB6mWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1??StrengthLThe strength of the combination. High values cause a mroe pronounced effectMTRNSPRKx ??PAR2P1?CanyonizeP1?GlaciateP1?Cubic MidlandsP1?Midland PlateauP1gff??SmoothP1?Smooth HVP1IntensityS_INSPRK??PAR2S_INSPRKP??PAR2S_ARSPRK??PAR2P133>?Current Value0The current value that this device is producingP1333??AmountCJ2The scalar value to combine with the input value.P1Operation6Specify the operation to perform on the input scalar.Add to valueSubtract from valueMultiply with valueP1ClippingCJ.CJ9Specify how to handle values that leave the [0,1] range.RolloverClipS_INSPRK??PAR2SSPL#SPRKpGL??PAR2P1OutputsValueS_CMSPRKG??PAR2P1=?Current Value0The current value that this device is producingP1Operation6How should this device combine the two scalar inputs?Add togetherSubtract B from AMultiplyS_CPSPRK B??PAR2P1X<?Current Value0The current value that this device is producingP1>?Max RangeCJ)The maximum value to allow in the outputP1?Min RangeJZ)The minimum value to allow in the outputP1TypeS@J=Specify how to clamp the input value to the specified range.RescaleClipMTRNSPRK@??PAR2P1>?CanyonizeP1?Glaciate^O0P1?Cubic MidlandsP1?Midland PlateauP1?SmoothP1?Smooth HVP1IntensityS_CPSPRK0 B??PAR2P14=?Current Value[@J0The 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 outputP1Typeing=Specify how to clamp the input value to the specified range.RescaleClipBLURSPRKblur??PAR2P1Blur type#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 renderCMB2SPRK??PAR2P1Method=F=ym==!=y=շ=mWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??Strength<7<߱<7<<<?Heightoth Layout_bVBSets the height to which glaciers shall flow down in the valleys.P1>?ThicknessVur performedTSets the absolute thickness of the glacier. (has no effect if you use the adapter)P1>?Flattening }x?.x?x? y?9y?<Flattens the glaciers. (Flat glaciers tend to look larger.)P1*Temperature?}?7}?2U}?QCold ice hardly melts. Warm ice is melting easily and flows into all directions.