SPRWorld>_x%x_y%yN>Stephen SchmittThis tutorial is a simple introduction to creating texturing with World Machine. It uses a prefabricated macro to create a satisfying texture map for your terrain. OUTPtutorial 4 terrainSPRK@PAR2APRL?????????SPRK,??PAR2P1 Stylek BasicRidgedBillowySmooth RidgedSmooth BillowySharp RidgedFlat MiddleTerracedStephen's Choice 1Stephen's Choice 2P1?;AScalessP1?@?Persistence??M P1H@?ALacunarityAPRL[P1OctavestrengthEP1SSeedd>^P1??Steepness}P1>?ElevationhSozP1 ??Multiscale PowerA?P1Multiscale Lead-intP1Multiscale Type{&Signal LevelElevationBi-Signal LevelBi-ElevationClassicalP1??Offsetale Synthesis*P1??Gain Independence+P1Shapeguide PowerhP1=?Distortion Power StyleP1??Persistence Guidey2-ERD2SPRKaSharp Ridged??PAR2P1dAmountkP18??Hardness meDefaultP1)"??CapacityceP1Filter Typek# P1?Filter StrengthDefaultP1MethodkP1piSeednessk? meP1n۶=>River DepthDefaultP1L=@?River BiasPowerkP1Multiscale EnableP1,t??Multiscale BiasP1Multiscale SynthesisP1Scale IndependenceP1Preserve EdgesrP1Use Original Mask StyleMACRDoverPAR2P1WSand=I=׮==gR=6=:z<P1 Rock=I=׮==gR=6=:z<P1jVegetation=|==!=xX= =P1ErosionL=N8==yj=_=<=P1?Height Cutoff=*=-Ǭ=J=]y=P1>{=nq=L==P1Lighting?>===.=k=P1Invert Height Cover#>. >_=Grass and Dusty RockPAR2P1SandInteger GeneratorP1U^qRocktputl@zlK@P18Vegetation6RZT#PP1OErosionput(:: @PP1?Height CutoffBitmap OutpuP10??Slope Cutofferator4@P1LightingMesh OutP1Invert Height Covernputv:Pacific NorthwestPAR2P1Em`SandcPP1MSjRock{O:ANOIAdd P1VegetationcPP1V~Erosion{O:PROBPP1>?Height CutoffcPP1??Slope Cutoff{O:BIGA&P1LightingP\cP P1Invert Height Cover:CGRD Snowy DustingPAR2P1OrsSandFHk=Lý E>P1U^qRock̼ =K:P1Vegetation;m*u=>=O8=P1cWKErosionSsXB=P1@>?Height CutoffT@R"=@L;P1D??Slope CutoffSX< <P1Lighting ={=0<@11<`<S-P1RockaPz;,dv<P18VegetationP1OErosionP1??Height Cutoff<}< u_%x_%yyBPRLN>MACITerrain Input=RErosion Input=RSPRKkBasic Coverage In??PAR2MACOCoverage Texture=RSPRK5Basic Coverage Outterra??PAR2MACPSPRK0RBasic Coverage Paramsf???PAR2MACHStephen SchmittA surprisingly useful texture creation macro, with a variety of presets. You can customize the colors of the various height/slope based textures. The best results come when using the Erosion input to map the wear/deposition map of the Erosion device to help with texturing.GFX0 !"#!@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?#$"! !hjfvwukmg 7:5jmg|.0,13.ƴȶǵƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴƴǴŲ~(*%)*&x")4 '1 '0&##,#+"*"+2!(1%.3#,1#+1%/7"*$.&.!)#-  }vytyn%'#')%ys%-rUc}[lyyXfAN`JYrvxiye{>Lc TXPqwktym%'#')%ys")3prbvuu}zubucx[m.9M`zrdyL\x?B<kqetym%'#')%ys$.thz{~yyXih`u/9QVk~vRd~Q_|"?B<kqetym%'#')%ys &.qn~_sK\t[jYipTeRevtp@MfZj"*2?B<kqetym%'#')%ys&04}zix}vQ_JWo{NbRexexiet:BUbu&0:?B<kqetym%'#')%ys#(upjRdfx`yHXrb{s_qg{\tmWgcx#*3?B<kqetym%'#')%ys!'.ryDSo`rEVjIWofzui~O^w1V#,2?B<kqetym%'#')%ys")xj{08KVmoTc|GVpDUqGXoR^vezLZtwwZj>Daw-:@?B<kqetym%'#')%ys &p3>QCQjuewYo-6HSd~^qeLUmtALj^o%/5?B<kqetym%'#')%ys&/}p9CY-3BzmXo#*7_s_x\rYi~Rabx '.?B<kqetym%'#')%ys (/{~tVfXh(0=YrtBRk19KNc~f}OYt{oes`p%/4?B<kqetym%'#')%ys")0ygyi}"+;%1CtBOfAMd;Iafwwro"(?B<kqetym%'#')%ys"+4xxwn!)9Wg\qFWr?H_|~DKe#?B<kqetym%'#')%ys!)1@PlESm%+8>MdVkFNhe{}}^ov!(1?B<kqetym%'#'(%x~r )2&17%.5#-6"  (4<&16"+. ). (/$.4'39!).&-)4; ).#)?B;kqesxl%'#&($tyn{yrRVM>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:>A:=A:ORJnshqvk%&#&'#SWNzs|ux}rlqgfkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkafkakpesymRVN$&"=@:QULmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshmshQUL?FalloffceP1Falloff typeP1Invert SelectionSSELSPRK>??PAR2P1,??Minimum_k_k_k_kP1??Maximumhakkkkhak_kP1>?Falloffhak_k_khak_khakP1Falloff type_khak_k_k_kP1Invert Selectionak_k_khakCOLGSPRKC^??PAR2P1ColorCOLGSPRK??PAR2P1U^qColorSPLTSPRK~Meth??PAR2P1Outputs_k_khak_kkhakIVRTSPRK??PAR2COLGSPRK]??PAR2P18ColorCOLGSPRK??PAR2P1OColorCMB2SPRK??PAR2P1Methodion TypemWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1??Strengthl Water LevelLThe strength of the combination. High values cause a mroe pronounced effectEQUASPRK??PAR2P1>?EqualizationpeelControls the degree of equalization. Full equalization means that each height value will be equally represented in the terrain.P1ƓCapture sampler LevelcTake the current heightfield and use it as a sample to equalize all terrain against in the future.P1ǓRelease samplehtmapBRelease the sample and again equalize every terrain individually.PRLMSPRKr??PAR2 P1Illumination ModelDirect LightingRaytraced LightingP1Included LightingShadows(Shadows + Ambient)(Shadows + Ambient + Diffuse)P1(@Produce RGB LightmapP1Soft ClippingP1(@Use Global Light DirectionP1hSun HeadingP1ZSun AltitudeP1>?Sky Lighting LevelP1??Diffuse LevelP1Sun ColorP1Sky ColorCMB2SPRK??PAR2P1Methodation ModelmWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1D??StrengthLightingLThe strength of the combination. High values cause a mroe pronounced effectBIGASPRK??PAR2P1?o:;?Bias+Adjusts the average heights of the terrainP17?o:;?Gain3Increases or decreases the contrast of the terrainSWCHSPRKz??PAR2P1Input choiceModelJIf enabled, passes the optional input along instead of the primary input.PULLSPRK!>?Offs??PAR2CHGTSPRK~??PAR2P1?Height'The height to set the terrain level atSWCHSPRK~??PAR2P1Input choiceJIf enabled, passes the optional input along instead of the primary input.CHOSSPRK meDefault??PAR2P1Method_khak_khak_khakCHOSSPRKrxxӌӌxӌ??PAR2P1Methodhak_khak_khak_k                DLBDC(Optional) LightingAo|CCEDCHeight Based ColorationfC@"D D@JDErosion ColoringP@DCyDDSlope Based Coloration??Main ExtentsSPRKgBasic Coverage??PAR2P1Sand h<C:\wP1U^qRockcts.tmd:!P18Vegetation\2=z߻x\-P1OErosionc($P1=?Height Cutoffh~<<P1,??Slope Cutoff@K@|9P1Lighting`oA`+<=ȼP1Invert Height Cover+;DOLVWSPRK;9??PAR2P1Mask ColorsReplace with MaskBlend colors with MaskP1?Mask AmbientPRBOSPRK96onsoleCommonProgramFil??PAR2P1 'Specify Output File...P1File Nametput File...tutorial 4 texture.bmpP1File FormatBMP (8bits/channel)TIFF (16bits/channel)PNG (16bits/channel)P1'Output File on every BuildP1'Participate in Tiled BuildsP1'Blend Across Tilesy BuildP1(Write output to disk!uildsAoTxB