WMDEVICEMACRUDK Layers v2.2PAR2 P1zg??SnowP1i??Cliff P1>?Slope P11 C>?Falloff P11 C>?BiasFlowMapd P1*??Equalizer FlowMapP1Snow ColorP1Cliff ColorP1ZRSlope ColorP1/hFlat ColorP1@FlowMap ColorDefaultPAR2 P1fff??Snow??!C>P1ff>?Cliff??!CP1=?SlopeV8P1L=?FalloffgV8P1??BiasFlowMapggP1??Equalizer FlowMapgP1Snow ColorЦtP1Cliff Color!C>tP1ZRSlope Color??!C>P1/hFlat Color?P1@FlowMap ColorV8SPRWorld>N>6@MACIHeightfield of ErosionFlowmap of ErosionionSPRK @UDK Layers v2.2 In8' ??PAR2MACOOverlayViewrosionionSnowayViewrosionionCliffyViewrosionionSlopeyViewrosionionFlatyViewrosionionFlowyViewrosionionSPRK pUDK Layers v2.2 Outu??PAR2MACP SPRK UDK Layers v2.2 Params??PAR2MACHHotshot (Padl Convertion)0UDK Layers Make UDK layers for Landscape system and make a Overlay textures to paint the terrain in realtime Set it up like this http://i.imgur.com/sNIA1.jpg INPUT Hightfield - Connect the heigtfield output from Erosion device Flowmap - Connect the Flow map output from Erosion device OUTPUT Overlay - Add a Overlay View device. Connect the Heigtfield output from Erosion device and the Overlay output to the Overlay View device. Select the Overlay View device and press "F" to lock it. Press F8 to view it, now find the UDK Layer in the Device Navigation window ( on the left) and dubbel click it. The UDK layer macro now appears on top of the view. Move the slider to change the values. Snow, Cliff, Slope, Flat and Flowmap. 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Full equalization means that each height value will be equally represented in the terrain.P1`ӥCapture samplecTake the current heightfield and use it as a sample to equalize all terrain against in the future.P1pӥRelease sampleBRelease the sample and again equalize every terrain individually.BIGASPRK ˱Detail??PAR2P1?o:;?Bias+Adjusts the average heights of the terrainP1?o:;?Gain3Increases or decreases the contrast of the terrainCOLGSPRK ??PAR2P1ColorCOLGSPRK z??PAR2P1ColorCOLGSPRK (??PAR2P1ZRColorCOLGSPRK p:??PAR2P1/hColorCOLGSPRK ??PAR2P1@ColorCOLGSPRK (??PAR2P1ColorCHOSSPRK %??PAR2P1MethodCHOSSPRK 0??PAR2P1MethodCHOSSPRK ??PAR2P1MethodCHOSSPRK E??PAR2P1MethodCHOSSPRK P??PAR2P1MethodCMB2SPRK ??PAR2P1MethodAdd mWhat 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 effectCMB2SPRK Min??PAR2P1MethodAdd mWhat 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 effectCMB2SPRK h?Min??PAR2P1MethodDetailmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthowerLThe strength of the combination. High values cause a mroe pronounced effectCMB2SPRK Min??PAR2P1MethodDetailmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??StrengthowerLThe strength of the combination. High values cause a mroe pronounced effect              nE??Main Extents~(@_x%x_y%yV~pXSPRK UDK Layers v2.2ȓ8W??PAR2 P1fff??SnowP1ff>?CliffP1=?SlopeP1L=?FalloffP1??BiasFlowMapP1??Equalizer FlowMapP1Snow ColorP1Cliff ColorP1ZRSlope ColorP1/hFlat ColorP1@FlowMap Color