WMDEVICEMACRSPRWorld>N>ͫͫMACIHeightfield from ErosioFlowmap from ErosionioSPRK oUDK Layers In??PAR2MACOOverlayView ErosionioSnowayView ErosionioCliffyView ErosionioSlopeyView ErosionioFlatyView ErosionioFlowyView ErosionioSPRK xUDK Layers Out??PAR2MACP SPRK UDK Layers Params??PAR2MACHHotshot0UDK 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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See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailDifferencesP1??StrengthLThe strength of the combination. High values cause a more pronounced effectCHOSSPRK X??PAR2P1MethodCOLGSPRK ??PAR2P1ZRColorCHOSSPRK .??PAR2P1MethodCMB2SPRK qDifferences??PAR2P1 MethodmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailDifferencesP1>?StrengthLThe strength of the combination. High values cause a more pronounced effectCMB2SPRK Differences??PAR2P1 MethodmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailDifferencesP1??StrengthLThe strength of the combination. High values cause a more pronounced effectCHOSSPRK ??PAR2P1MethodCOLGSPRK H??PAR2P1@ColorBIGASPRK  Differences??PAR2P1o:o:;?Bias+Adjusts the average heights of the terrainP1>o:;?Gain3Increases or decreases the contrast of the terrainHSELSPRK N??PAR2P1h??MinimumP1??MaximumP1<?FalloffP1Falloff typeP1Invert Selection` CHOSSPRK *$??PAR2P1MethodCMB2SPRK BDifferences??PAR2P1 MethodmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailDifferencesP1??StrengthLThe strength of the combination. High values cause a more pronounced effectCOLGSPRK h#??PAR2P1ColorEQUASPRK +??PAR2P1h??EqualizationControls the degree of equalization. Full equalization means that each height value will be equally represented in the terrain.P1Capture samplecTake the current heightfield and use it as a sample to equalize all terrain against in the future.P1Release sampleBRelease the sample and again equalize every terrain individually.               >m REXT@@Main ExtentsTBDS_x%x_y%y*)TCDSTCNTSPRK "+UDK Layersج??PAR2 P1h??Snowd P1P??CliffP1>?Slope@?MainP1<?Falloff` P1?BiasFlowMapents?P1h??Equalizer FlowMap`lP1Snow ColorlowMapP1Cliff ColorowMapP1ZRSlope ColorowMapP1/hFlat ColorowMapP1@FlowMap ColorMap