SPRWorld >_x%x_y%y=C:\world\Examples\Tutorials\Stephen SchmittThis example file puts together all of the knowledge gained so far to produce a nice result. If you can understand and play with this world, you have a solid footing in understanding the way World Machine works! APRL?????????SPRKTerrain??PAR2P1 Style BasicRidgedBillowySmooth RidgedSmooth BillowySharp RidgedFlat MiddleTerracedStephen's Choice 1Stephen's Choice 2P1?;AScaleP1?@?PersistenceP1H@?ALacunarityP1OctavesP1SSeedP1??SteepnessP1??ElevationP1??Multiscale PowerP1Multiscale Lead-inP1Multiscale TypeSignal LevelElevationBi-Signal LevelBi-ElevationClassicalP1>?OffsetP1??GainP1Shapeguide PowerP1=?Distortion PowerP1??Persistence GuideAPRL?????????SPRK_Continents&k&k??PAR2P1Style BasicRidgedBillowySmooth RidgedSmooth BillowySharp RidgedFlat MiddleTerracedStephen's Choice 1P17A;AScaleP1?@?PersistenceP1H@?ALacunarityP1OctavesP1SeedP1??SteepnessP1>?ElevationP1?Multiscale PowerP1Multiscale Lead-inP1Multiscale TypeSignal LevelElevationBi-Signal LevelBi-ElevationClassicalP1?OffsetP1??GainP1Shapeguide PowerP1=?Distortion PowerP1??Persistence GuideCMB2SPRK??PAR2P1MethodmWhat 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 effectCMB2SPRKC??PAR2P1MethodmWhat technique should be used to combine the two inputs. See the Help file for more information on specifics AverageAdd SubtractMultiplyMaxMinPowerRootDetailP1D??StrengthLThe strength of the combination. High values cause a mroe pronounced effectLAYGTENLTENLASBL nN'{@o>X* @v>Y @.>4 @!\>LϿ@Q>Eh P?.0>c>?҄v> G?>P!?> 劉?1<>&4^z? r?Y<=Yȼ`g=;<`g;ܟ=Ƈ:ܟƇ =+$Z< +$Zʏ==ʏ:А=Z=:АZ=n=Žn<ʃ=ʃz=p;=zp;K=V=KV=??<??Lines 1CDATPU9?UU9?V?UU???TENLTENLASBLnN'{@o> s(@ >vN?:@2>BM@9> RV`@@=> Ss@D>&z@>s?J@6>@Ӽ@<=9NN=`??<??Lines 2CDATPU9?UU9?V?UU???TENLTENLASBLp5 @o>ľ<@e>ᾼo@_>|W@v_u>7tD@}>@b\@5>ꖽ==o6|{o=6|{<ʼhμ?Shape FrequencyP1Shape RoughnessP1?Background ValueERD2SPRKL0&D&kۋpۋ??PAR2P1dAmountP1!??HardnessP1%I>?CapacityP1Filter TypeP1(>?Filter StrengthP1MethodP1*_SeedP1,K=>River DepthP1@?River BiasP1Multiscale EnableP1t??Multiscale BiasP1Multiscale SynthesisP1Scale IndependenceP1Preserve EdgesP1Use Original Mask StyleIVRTSPRK??PAR2MACRDoverPAR2P1WSandP1 RockP1jVegetationP1ErosionP1?Height CutoffP1?Height CutoffP1??Slope CutoffP1LightingP1Invert Height Cover Snowy DustingPAR2P1OrsSandP1U^qRockP1VegetationP1cWKErosionP1@>?Height CutoffP1D??Slope CutoffP1LightingP1Invert Height Cover Sandy DesertPAR2P1SandP1RockP18VegetationP1OErosionP1??Height CutoffP1X??Slope CutoffP1LightingP1Invert Height CoverSPRWorld>_%x_%yyBPRL=MACITerrain InputErosion InputSPRKkBasic Coverage In??PAR2MACOCoverage TextureSPRK5Basic Coverage Out??PAR2MACPSPRK0RBasic Coverage Params/??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?FalloffP1Falloff typeP1Invert SelectionSSELSPRK> xPkult??PAR2P1(??MinimumP1??MaximumP1>?FalloffP1Falloff typeP1Invert SelectionCOLGSPRKC^efa ݌Default??PAR2P1ColorCOLGSPRK??PAR2P1U^qColorSPLTSPRK~??PAR2P1OutputsIVRTSPRK??PAR2COLGSPRK]??PAR2P18ColorCOLGSPRK??PAR2P1OColorCMB2SPRK??PAR2P1MethodmWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1??StrengthLThe strength of the combination. High values cause a mroe pronounced effectEQUASPRK v??PAR2P1>?EqualizatioǹControls 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.P1)Release sampleBRelease 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??PAR2P1MethodmWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1D??StrengthLThe 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 choiceJIf enabled, passes the optional input along instead of the primary input.PULLSPRK!Sharp Ridged??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??PAR2P1MethodCHOSSPRKr meDefault??PAR2P1Method                DLBDC(Optional) LightingAo|CCEDCHeight Based ColorationfC@"D D@JDErosion ColoringP@DCyDDSlope Based Coloration??Main ExtentsSPRKBasic Coverage??PAR2P1SandP1U^qRockP18VegetationP1OErosionP1=?Height CutoffP1(??Slope CutoffP1LightingP1Invert Height CoverOLVWSPRK~??PAR2P1Mask ColorsReplace with MaskBlend colors with MaskP1?Mask AmbientCHOSSPRK-Wk3xk3xk3??PAR2P1MethodCOLGSPRK~???PAR2P1@BHColorCLMPSPRK` Meth??PAR2P1= W??Range1P1??Range2P1TypeP1Normalize       Ao@)1: Base Terrain#Here's our terrain from Tutorial #1@)C'Tutorial #5 : Creating Rivers and RoadsC This example file puts together all of the knowledge gained so far to produce a nice result. Once again, cycle through the viewports to see some different areas of the road and terrain. If its difficult to read the text of the groups, you can quickly zoom in and out on a group by selecting it then pressing % %C B2: Road CreatingHere is the Layout Generator responsible for creating the roads. By plugging a terrain into the input of the layout generator, we are able to superimpose our shapes onto the world. Double-click the layout to edit it further, if you want to add more roads.Eo>CCPA 3: ErosionThe erosion is performed AFTER the road is placed on the terrain. Although this seems counter-intuitive, the reason is so that we can erode the areas that the road cuts and fills, while masking out the area of the road itself. We accomplish this by hooking the Mask output of the Layout Generator to the Erosion Mask input. We use an inverter device between the two because we want to NOT erode the areas the road is on.{8lBBDC 4: TexturingWe're using the Basic Coverage macro again, although with some different colors from last time. We're doing one new thing: The areas where the road needs to be colored grey for pavement, instead of the terrain color. We achieve this by Choosing between the coverage texture and a grey color produced by the color generator. We control the Choosing by using the shape mask from the Layout Generator, clamped slightly so that we don't color the shoulders of the road pavement color.@DN6D AViewingAs an exercise, if you want to export this world to a file, you will need to create both File Output and Bitmap Output devices and connect them accordingly. @,q~a?芽h@Main Extents$^gc@аR@LakesidentsJO?a!?ZoomedentsS?