Table of Contents
Generator Devices
Advanced Perlin NoiseLayout Generator
Tiled File Input
Color Generator
Perlin Noise
Voronoi Noise
Constant
Gradient
Radial Gradient
File Input
Output Devices
Mesh OutputBitmap Output
File Output
Combiner Devices
CombinerChooser
Natural Filter Devices
Coastal ErosionSnow
Erosion
Thermal Erosion
Filter Devices
SplitterClamp
Simple Transform
Terrace
Curves
Inverter
Simple Displacement
Ramp
Height Splitter
Add Noise
Probability
Bias/Gain
Flipper
Equalizer
Blur
Expander
Selector Devices
Convexity SelectorHeight Selector
Slope Selector
Angle Selector
Converter Devices
Lightmap GeneratorNormalmap Generator
Colorize
Channel Splitter
Channel Combiner
Utility Devices
Pull-upMulti Splitter
Multi Combiner
Switch
Parameter Devices
Scalar GeneratorScalar Clamp
Scalar Inverter
Scalar Arithmetic
Scalar Combiner
Bank Selector
Universal Splitter
Integer Generator
Coordinate Generator
Integer Equals
Generator Device - Advanced Perlin Noise
Available in all Editions
Advanced Perlin Noise is a second generation, highly customizable fractal terrain generator based upon the basic fractal
noise techniques pioneered by Ken Perlin.
Perlin Noise works by layering the output of several sets of noise together. These layers are called octaves. The multiple
octaves are combined together in a variety of ways to create the final
result. Advanced Perlin Noise gives you total control over the types of noise used in each layer, as well as how they are
combined. This allows you to create
some very unique terrain shapes.
| Device Parameters | |||||||||||||||||||||||||||||||
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| Feature Size |
Controls the density of features of the terrain.
Feature Size roughly corresponds to the distance between major peaks or valleys. Small values produce quickly changing terrain, suitable for hills or lumps, while middle values are ideal for mountains. Large values allow continents and other shapes that are created on a massive scale. |
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| Style | Change the type of fractal noise that is produced. | ||||||||||||||||||||||||||||||
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| Octaves | Controls the number of layers of noise that are used to create the fractal. The default setting, (automatic), determines the precise number of octaves necessary at the current detail level automatically. Low octave values can produce a very smooth and/or simple terrain, as well as being faster to compute. | ||||||||||||||||||||||||||||||
| Persistence | Controls the degree to which the strength of each layer of noise is reduced as they are layered together. Low persistence values produce very smooth terrains, whereas increasing the persistence produces more detail (and spikiness). Unlike a low octaves value, all layers of noise are still calculated when using a low persistence, so that terrain features are smoothly introduced as the value is increased. | ||||||||||||||||||||||||||||||
| Elevation Center | Adjust the typical middle height of the terrain. Changing this value will produce terrain that is predominantly at lower or higher elevations | ||||||||||||||||||||||||||||||
| Steepness | Adjust the steepness of the grades in the terrain. Low values produce a flatter terrain; High values a steeper one. | ||||||||||||||||||||||||||||||
| Random Seed | Changing the random seed will create new terrain that looks similar to the current one. | ||||||||||||||||||||||||||||||
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Generator Device - Layout Generator
Available in all Editions A Layout Generator interacts with the Layout View to provide a home for a set of shapes you can use to define terrain shapes, create masks, add roads, and more. When you double click on a Layout Generator, World Machine will automatically launch the Layout View for the appropriate layout. An entire section of the User's Guide is devoted to using Layout Generators and the Layout View; see Chapter 5 of the User's Guide.
Generator Device - Tiled File Input
Professional Edition OnlyThe Tiled File Input device allows you to load a set of files that together represent a large expanse of terrain. From there, you can work with as large or small a portion of the tiled area as you want. In addition, since the Tiled File Input is simply another device in your world machine workflow, you can have as many input streams as you wish, allowing you to use many possibly overlapping tiled datasets, or to import texturing as well. The User's Guide has a section devoted to working with the Tiled File Input device; see Chapter 10 for more information. The focus here is explaining on what each checkbox or button does.
| Device Parameters | |||||||||||||||||||
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| Specify from Files... | Choose the set of files to use as the tiled file input set | ||||||||||||||||||
| Validate Tileset | Click this to validate each of the files in the tileset and make sure they all exist and are the same size | ||||||||||||||||||
| Use Tile Subset | When checked, you can specify a subset of tiles to import with | ||||||||||||||||||
| Interpret as RGB | Import the file data as a Bitmap as checked. | ||||||||||||||||||
| Tiles share edge vertices | If World Machine should assume that the edges of each tile will match. When this option is not set correctly, there will be a one pixel offset in your tileset; Check the export options from World Machine or your other source of tiled data to see what this should be set to. | ||||||||||||||||||
| Flip Y-orientation of tiles | Invert the vertical axis of each file if this is checked. | ||||||||||||||||||
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| Altitude Scaling | Choose how to map elevation data present in the file to World Machine: | ||||||||||||||||||
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Generator Device - Color Generator
Available in all Editions The Color Generator is the primary way to create colors in your Bitmap networks. It creates a single solid color that exists everywhere in the world; however by using the mask input or combining the output with color generators or other sources of texture, they form the basis of texturing networks.
| Device Parameters | |
|---|---|
| Color | Click on the color to launch the Windows Color Picker for selection. |
Output Device - Mesh Output
Available in all Editions The Mesh Output creates a triangulated mesh from the input heightfield. This is intended for general purpose rendering software or other applications that cannot use a Heightfield; The heightfield should be the preferred output method as it is a much more compact and efficient way of storing terrain data.
| Device Parameters | |
|---|---|
| Mesh Type | Currently, there is only one type of triangulation technique available; this may change in the future. |
| Specify Output File... | Click this to set the filename of the bitmap file using the Windows file dialog. |
| File Name | Edit the name for the exported file. |
| File Format | There is currently only one mesh format available. In the future, there will be several options here. |
| Export using Quads | |
| Output File on every Build | When checked, the output device will export the bitmap on every build. |
| Participate in Tiled Builds | When checked, this output will export tiles during a tiled build. |
| Write Output to Disk | When pressed, will write the build results to the file you've specified. |
Output Device - Bitmap Output
Available in all Editions The Bitmap Output allows you to export a Bitmap datatype to a file. You may export to either 8 or 16bit per channel color formats.
| Device Parameters | |
|---|---|
| Specify Output File... | Click this to set the filename of the bitmap file using the Windows file dialog. |
| File Name | Edit the name for the exported file. |
| File Format | Choose a file format for export; there are both 8 and 16bit bit per channel formats available. |
| Output File on every Build | When checked, the output device will export the bitmap on every build. |
| Participate in Tiled Builds | When checked, this output will export tiles during a tiled build. |
| Blend Across Tiles | This option only matters during a tiled build; it controls whether the between-tile blending should apply to the bitmap output or not. There is generally no reason to disable this, unless you are using color keying that depends on specific colors retaining their value. |
| Write output to disk! | When pressed, will write the build results to the file you've specified. |
Selector Device - Convexity Selector
Available in all Editions The Convexity Selector discovers areas of the input terrain that are either highly exposed (convex) or recessed (concave). Convex areas are white (one), while concave areas are black (zero). Neutral areas that are neither will be neutral grey. This device can be very useful for texturing to either to help shadow recessed cracks in the terrain, or to bring out ridges and other areas that are highly exposed.
| Device Parameters | |
|---|---|
| Strength | The Strength parameter determines what level of convexity maps to the largest allowable mask value. |
Converter Device - Lightmap Generator
Available in all Editions The Lightmap Generator produces a mask of light and shadow (called a Lightmap) that can be used in many applications to illuminate the terrain easily. The Lightmap Generator supports Raytraced lighting, and the output can be either exported to a file (by connecting a File Output node), or it can be used within World Machine to combine with a texturemap to produce a fully lit texture.
| Device Parameters | |||||||
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| Produce RGB Lightmap | Check this option to produce a color bitmap rather than a heightmap mask for output. This will also enable the ability to set the color of the sun and sky. | ||||||
| Soft Clipping | Soft clipping uses an exposure function to combine the diffuse and sky light components together. It only has a significant effect when the combined intensity is greater than 90% of maximum. | ||||||
| Use Global Light Direction | When checked, the Lighting Generator will use the same lighting angle as the one specified in the leftside view and used in all the other previews. | ||||||
| Sun Heading | The heading of the sun, otherwise known as the compass direction the sun is shining from. | ||||||
| Sun Altitude | The elevation of the sun with respect to the horizontal. | ||||||
| Sky Lighting Level | The amount of light illuminating the terrain from above; this represents the contribution of clouds and light scattering. | ||||||
| Diffuse Level | The amount of light produced by the sun. | ||||||
| Sun Color | Select this to set the lighting color of the sunlight (diffuse light) in the scene. | ||||||
| Sky Color | Select this to set the lighting color of the skylight (ambient / light from above). | ||||||
Converter Device - Normalmap Generator
Available in all Editions The normalmap generator encodes the terrain normal into an RGB texture; each direction component of the normal is mapped to a color. (R=X, G=Y, B=Z) is the default encoding. Among other uses, this information can be then used over a low-resolution mesh, giving much of the feel of a high resolution terrain with a fraction of the geometry data.
| Device Parameters | |
|---|---|
| Encoding Type | There is only one type currently for normal encoding: each axis is mapped to one of the three primary channels as noted. |
| Flip X | Flip the encoding so that a positive X axis component is mapped to -127 instead of 127. |
| Flip Y | Flip the encoding so that a positive Y axis component is mapped to -127 instead of 127. |
Converter Device - Colorize
Available in all Editions Map a color gradient to an input heightfield such that the values in the heightfield determine the color.
| Device Parameters | |
|---|---|
| Color 1 | Choose the bottom color of gradient |
| Color 2 | Choose the top color of the gradient |
Converter Device - Channel Splitter
Available in all Editions The Channel Splitter converts a Bitmap data packet into 3 individual component heightfields. You can use then use the individual channels in any manner you wish. You can split the bitmap into either Red/Green/Blue channels, or Hue/Saturation/Luminosity channels.
| Device Parameters | |||||
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Converter Device - Channel Combiner
Available in all Editions The Channel Combiner recombines three individual heightfields into a Bitmap packet. The opposite of the Channel Splitter, this device can treat the three heightfields as either Red/Green/Blue or Hue/Saturation/Luminosity values.
| Device Parameters | |||||
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Natural Filter Device - Coastal Erosion
Available in all Editions
The Coastal Erosion device provides a quick approximation to the effect of large bodies of water on land; specifically,
you can
define a waterlevel and all adjacent heights will be adjusted so as to produce a beach and bluff region adjacent to the
water.
Note that the Coastal Erosion device does not perform any simulation to achieve its result, which has the benefit of making
it very fast.
However, the output is not as complicated as other simulation-based World Machine devices.
| Device Parameters | |
|---|---|
| Simulation Type | There is currently only the basic water simulation available; this produces a fast but not geologically accurate result. |
| Use Global Water Level | When checked, the water level will be taken from the water level specified on the leftside toolbar rather than the Water Level parameter. This is useful because the coastal waterlevel used will match the waterlevel displayed in WM2. |
| Water Level | The elevation of the global waterlevel that will produce the beaches. |
| Beach Size | How wide a zone around the water should be converted to beach. |
| Transition Zone | Control how the beach leads into the terrain. Smooth will produce a smoother transition area, while Cliffs will produce bluff-like features. |
| Transition Power | Low transition power flattens the beach less, while high values will produce a very flat beach with a sharper transition to the regular terrain. |
| Smooth Underwater Features | When checked, features below the waterline will be smoothed. |
| Smoothing Amount | The amount of smoothing to apply to underwater features. |
Natural Filter Device - Snow
Available in all Editions
The Snow device simulates the accumulation of snow on the terrain. By varying the parameters, you can achieve results ranging
from a slight dusting
of snow to glacial accumulations. Note that unlike texture-based snow, the Snow device performs simulations and actually
modifies the terrain heights,
producing a very realistic snow effect.
| Device Parameters | |
|---|---|
| Intensity | Intensity controls the amount of snow deposited during a given period of time during the simulation. Larger values will accumulate more quickly; smaller values will settle faster into gullies in the terrain. |
| Evaporative Balance | The evaporative balance controls how fast snow will evaporate from the terrain relative to the snow intensity. A value of 1.0 means that snow evaporates at the same rate it is deposited. |
| Snow Amount | The duration of the snow simulation. Greater values will deposit more snow and allow drifts to travel farther, however it will be slower to process. |
| Snow Line | Specifies the elevation below which evaporation is greatly increased. |
| Linear Depthmask | When this is checked, the depthmask output of the Snow device will contain the exact depth of snow at all locations. When unchecked (the default), the output is scaled logrithmically by the Depthmask Cutoff to produce the mask, producing a visuaully useful result. |
| Depthmask Cutoff | The scaling factor used to construct the snow mask. Lower values will show only the deepest areas of snow, while high values will show even those regions with low accumulation. |
| Taper Snowfall | When checked, the snowfall intensity is reduced towards the end of the snow simulation; when unchecked, new snow is produced even in the very last steps of the simulation. Toggling this option on can be useful when attempting to produce features such as glaciers that represent accumulation over a long time period. |
Generator Device - Perlin Noise
Available in all Editions
Perlin Noise is a noise function developed by Ken Perlin.
By itself perlin noise produces output that looks something like lumps
scattered about the world in random intensities. By layering multiple perlin
noises at different frequencies and amplitudes, fractal noise functions
that look to varying degrees like mountains can be created.
Perlin Noise serves as an extremely useful building block.
It can be used as the basis for a terrain, to randomize the application of
effect filters, and much more.
| Device Parameters | |||||||||||||||||||||||||||||||
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| Feature Size |
Controls the density of features of the terrain.
It roughly corresponds to the distance between major peaks or valleys. Low values produce quickly changing terrain, suitable for hills or lumps, while middle values are ideal for mountains. Large values allow continents and other shapes that are created on a massive scale. |
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| Octaves | Controls the number of layers of noise that are used to create the fractal. The default setting, (automatic), determines the precise number of octaves necessary at the current detail level automatically. Low octave values can produce a very smooth and/or simple terrain, as well as being faster to compute. | ||||||||||||||||||||||||||||||
| Persistence | Controls the degree to which the strength of each layer of noise is reduced as they are layered together. Low persistence values produce very smooth terrains, whereas increasing the persistence produces more detail (and spikiness). Unlike a low octaves value, all layers of noise are still calculated when using a low persistence, so that terrain features are smoothly introduced as the value is increased. | ||||||||||||||||||||||||||||||
| Offset | Used by the multifractal style variants above, offset determines at what elevation the fractal behavior begins to change its character. Since each variant uses the value here in a slightly different manner, the best guide to its use is experimentation. | ||||||||||||||||||||||||||||||
| Gain | Another multifractal parameter, Gain typically controls the relative strength of the detailed versus smooth regions of the fractal. Low values are very smooth, while high values bring on the detailed nature more quickly. | ||||||||||||||||||||||||||||||
| Random Seed | The value used to begin, or “seed”, the random number generator for this device. Different seed values will produce similar features but in completely different locations. | ||||||||||||||||||||||||||||||
| Use Stabilized Noise | Stabilized noise refers to whether or not the noise should be rescaled to fill the entire height range of the terrain quad. The default is checked; this means that the terrain is NOT rescaled, and thus will remain the same if the terrain is panned around the world; thus the term “stabilized”. There is usually little reason to uncheck this, and doing so will interfere with panning or scaling of the terrain. | ||||||||||||||||||||||||||||||
| Enable Distortion Input | When checked, an optional input is revealed on the Perlin Noise device that accepts a heightfield. The distortion input allows you to shift the coordinates that are fed into the Perlin Noise device in a certain direction; this allows some very interesting effects to be created. | ||||||||||||||||||||||||||||||
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Generator Device - Voronoi Noise
Available in all Editions Voronoi noise implements a cellular texture basis function as described by Steven Worley. Voronoi noise has sharp discontinuities (ridges), and can form the basis for some very interesting terrain effects.
| Device Parameters | |||||||||||||
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| Feature Size |
Controls the density of features of the terrain. It roughly corresponds to the distance between major peaks or valleys. Low values produce quickly changing terrain, suitable for hills or lumps, while middle values are ideal for mountains. Large values allow continents and other shapes that are created on a massive scale. |
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| Style | The Voronoi styles are difficult to describe. Each produces a different character of output ridges; experimentation is really the only guide to what style may look good in what circumstances. | ||||||||||||
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| Distance Function | How the device measures distance to the nearest point. | ||||||||||||
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| Random Seed | The value used to begin, or “seed”, the random number generator for this device. Different seed values will produce similar features but in completely different locations. | ||||||||||||
| Enable Distortion Input | When checked, an optional input is revealed on the Voronoi device that accepts a heightfield. The distortion input allows you to shift the coordinates that are fed into the Perlin Noise device in a certain direction; this allows some very interesting effects to be created. | ||||||||||||
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Generator Device - Constant
Available in all Editions The Constant generator simply creates a level, flat terrain of a constant height.
| Device Parameters | |
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| Height | The height at which to create a flat plane. |
Generator Device - Gradient
Available in all Editions The Gradient generator produces a constantly sloping plane that is optionally tiled or clipped in world space.
| Device Parameters | |||||||
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| Direction | The direction of increasing value of the plane. 0 = east, 90 = north, 180 = west, 270 = south. | ||||||
| Width | The amount of space used to transition from low to high. Specified in world coordinates, the default is 1.0. | ||||||
| Tiling | The Tiling Method describes how to deal with areas that lie outside of the "primary" gradient location. | ||||||
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Generator Device - Radial Gradient
Available in all Editions The Radial Gradient generator creates shapes that are all centered around one point in space.
| Device Parameters | |||||||||||
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| Radius | How large an area the shape should cover. The default value is 1.0, which happens to completely fill the default terrain extents. | ||||||||||
| Type | Defines the profile of the radial gradient. | ||||||||||
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Generator Device - File Input
Available in all Editions The File Input imports a bitmap or terrain file from disk and inserts it into the world at a location and scale specified. The File Input device can read TER, BT, HFZ, PNG, TIFF, BMP, TGA, R32, R16, and RAW formats.
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| Load | This button brings up a dialog to specify the file to load from disk. | ||||||||||||||||||||
| Refresh from File | This command instructs the File Input device to reload the file from disk. This is useful if you have the file open in another editor and have made a change that you want to transfer into World Machine. | ||||||||||||||||||||
| Use absolute path | If this is checked, the filename chosen by clicking the Load button will contain the full path to the input file. Otherwise, it will only contain a relative path to the file if possible. | ||||||||||||||||||||
| Auto-refresh from file every build | If this is checked, every time you build the world (press the Green build button), the File Input device will re-read and import the bitmap data from the file. This can be used to, for example, read back in the exact same file that later in the network gets exported, allowing you to produce a terrain that gets slowly eroded through multiple output steps, for example! | ||||||||||||||||||||
| Interpret as RGB | Import the file data as a Bitmap as checked. | ||||||||||||||||||||
| Flip Y-axis | Invert the vertical axis if this is checked. | ||||||||||||||||||||
| Outside Behavior | Controls what the device outputs outside of the world space area specified by the worldspace placement. | ||||||||||||||||||||
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| Edge Blending | The File Input device exports a blending area around the input terrain as an additional mask. This slider controls how large a percentage of the file input area is consumed by the blending zone. | ||||||||||||||||||||
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| Altitude Scaling | Choose how to map elevation data present in the file to World Machine: | ||||||||||||||||||||
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Output Device - File Output
Available in all Editions
The File Output device saves the fully built heightfield to disk.
Only the heightfield information is saved -- any color-height mapping applied in World Machine is for illustration only, and
is lost.
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| Set | This button brings up a dialog to specify the filename to save to disk. | ||||||||||||||||||||||||||||||||||
| Use absolute path for setting filename | If checked, the filename will include the full path. Otherwise, it will contain the relative path if possible. | ||||||||||||||||||||||||||||||||||
| Participate when building tiled worlds | When checked, this output will export tiles during a tiled build. | ||||||||||||||||||||||||||||||||||
| Save file every build | If this is checked, every time you build the world (press the Green build button), the File Output device will save the heightfield to disk. | ||||||||||||||||||||||||||||||||||
| Write output to disk | Writes the current build results to the specified file. If the world is not built (the File Output's status indicator is red) you will be prompted to build the world | ||||||||||||||||||||||||||||||||||
| Output Format | This group of options controls the type of file that will be saved by the File Output device. | ||||||||||||||||||||||||||||||||||
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Filter Device - Splitter
Available in all Editions The Splitter device allows you to wire a single output to several different inputs. In other words, it “splits” the output wire into multiple paths. You can configure the number of output ports on the splitter.
| Device Parameters | |
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| Outputs | Set the number of outputs to distribute the input. |
Combiner Device - Combiner
Available in all Editions The Combiner combines two seperate terrains into one. There are a variety of different methods that can be used to combine the terrains -- each will give a different effect.
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| Strength | The strength control adjusts the operation strength. Low values will produce an output terrain that is very close to the first input, while high values will apply the operation with increasing strength. | ||||||||||||||||||
Combiner Device - Chooser
Available in all Editions The Chooser blends two heightmaps (Input Ports A and B) together based upon guidance from a 3rd input (Input C). Low or high values of input C will strongly favor one or the other of the inputs, while middle values will blend the two.
| Device Parameters | |||||||
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| Method | How to blend between A and B. | ||||||
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Filter Device - Clamp
Available in all Editions The Clamp device performs scaling and clipping on the terrain heights in the input heightfield. Scaling means to change the heights of a terrain uniformly. For example, scaling a terrain by 0.5 would reduce all height values by 50%. Clipping means to eliminate any values outside of a certain height range. Clipping a terrain to 0.5 would set any height values above 0.5 down to 0.5.
| Device Parameters | |||||||
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| Height Selection Sliders | The two vertical sliders control the selected height range. The range is marked by the white band within the full dark grey range. | ||||||
| Clamp Style | There are three clamping styles that control whether to scale the terrain, clip it, or both. | ||||||
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| Find Extents | Pressing this button will automatically examine the current terrain and set the height range to the minimum and maximum values existing within the terrain. Note that this command is a one-time action; if the input terrain changes, the height range may not correspond any more. | ||||||
| Normalize Input | Normalizes the input terrain before applying any operations. This ensures that the incoming heights exactly stretch between 0 and 1, but will cause problems in Explorer as well as when the terrain is panned or zoomed. | ||||||
Filter Device - Simple Transform
Available in all Editions
A set of simple operations that can be performed upon a heightfield.
The usefulness of this set of operations is mostly superseceded by newer and more powerful devices.
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| Intensity Modifier | The number of times the above set of operations will be performed. Higher values will produce more intense results. | ||||||||||||||||
Filter Device - Terrace
Available in all Editions The Terrace device creates evenly spaced terraces (level areas) in the input terrain. This can be used to simulate exposed rock strata layers, a river eroding multiple bank levels, and much more.
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| Terrace Method | Each terracing method produces a different looking terrain; They influence what kind of slopes the terraces consist of. | ||||||
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