SPRWorldn>_%x_%yyz<Stephen SchmittThis tutorial builds on Tutorial #1, and shows you how to use a Layout Generator to direct where you would like your terrain to be.OUTPtutorial 2 output.tifSPRK}??PAR2APRL?????????SPRKContinents??PAR2P1Style BasicRidgedBillowySmooth RidgedSmooth BillowySharp RidgedFlat MiddleTerracedStephen's Choice 1P17A;AScale P1?@?Persistence P1H@?ALacunarity P1Octaves P1Seed P1??Steepness P1>?Elevation P1?Multiscale Power P1Multiscale Lead-in P1Multiscale Type Signal LevelElevationBi-Signal LevelBi-ElevationClassicalP1?Offset P1??Gain P1Shapeguide Power P1=?Distortion Power P1??Persistence Guide APRL?????????SPRKmTerrain??PAR2P1 Style BasicRidgedBillowySmooth RidgedSmooth BillowySharp RidgedFlat MiddleTerracedStephen's Choice 1Stephen's Choice 2P1?;AScale P1?@?Persistence P1H@?ALacunarity P1Octaves P1SSeed P1??Steepness P1??Elevation P1??Multiscale Power P1Multiscale Lead-in P1Multiscale Type Signal LevelElevationBi-Signal LevelBi-ElevationClassicalP1>?Offset P1??Gain P1Shapeguide Power P1=?Distortion Power P1??Persistence Guide CMB2SPRK^C??PAR2P1Method mWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1??Strength LThe strength of the combination. High values cause a mroe pronounced effectCMB2SPRK??PAR2P1Method mWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1D??Strength LThe strength of the combination. High values cause a mroe pronounced effectLAYGYLOPYLOPASBLNq?F#[q?O_=?Cw%?pLȻ? ^Yd?AYS ?aUѽ9SaaU=9Sa=iVջVջ޽t&>=t&/=mм7m2ڸ 2ڸ=??T$???Polygon 1CDAT??CRICCRIC?v?Bo??J?MgC??Circle 1CDAT??YLOPYLOPASBL?P?? @?A@?A?pA????lw@??Polygon 3CDAT??SPRKContinents LayoutPAR2P1Strength Method MaximumAdditiveP1Quality FastAccurateP1Breakup Enable P1??Shape Breakup P1??Shape Frequency P1Shape Roughness P1?Background Value A D&Tutorial #2 : Using a Layout GeneratorWe're going to use the terrain we developed in Tutorial #1, but now give ourselves more control over where the continents are by using a Layout Generator. Again, cycle through the viewports defined to see some different terrain areas that show off what we've made in this tutorial.ԽC;DCTerrain from Tutorial 1/Everything here should look familiar. It's our terrain we made in Tutorial #1. I've unwired the Continents noise generator and disabled it. Each of the places where it used to be connected, I've now connected the Continents Layout. Where islands and continents go is now controlled purely by you!h,@CCLayout GeneratorIf you aren't familiar with the Layout Generator, please read Chapter 5 in the manual to learn how to use this device. In this case, any shapes you draw into this layout will become continents in our world. Go ahead and double click on the device above to go into Layout View, and draw some shapes to see what happens. Be sure to read the manual about working with layout shapes to make the most of this powerful new feature!00MD0vDCExportThis file output device is already setup to export a 16bit TIFF file for output. Double-click on it and click the "Write output to disk" button to build the world and export the file.JQ2;"Main Extents|8|2|=7A{F7Big View=Biggest View_7?