Filters & Noise
Last updated
Last updated
These screenshots will be taken in LOOKDEV mode and normal to more easely show them.
The Break UV Tiling affects the mask to give a more interesting result.
The options are the same as on the Materials or the Master Surfaces Shaders.
The directional filter acts as if a directional light was projected on the terrain and this light is what defined the mask.
The advanced mode renders the slope using the angle of the terrain.
It's an heavier method but allows for settings min/max angles.
This options uses a Normalmap to alter the filter.
The strength and UV scale of the normal used can be set and changed.
The map used can be changed in the Global Settings.
NOTE : The altered filter won't be used with Displacement ! These maps are sampled using the non-filtered normals so use with caution if you are using displacement !
If you upgraded your PANORA|make Instance from version 1 to version 2.0, It's heavely recommended to reset your slopes and rebuild them from there as they work differently under the hood !
The Height-Based has options to help with breaking the uniformity of the mask, as it only caps at a certain point. So multiple steps can be used and edited with a Noise.
The Medium Level Offset the mask, adding a second level of masking starting from the original value. The Lowest does the same thing starting fro the end of the Medium level.
This is useful for using a Mask map for both level, to blend maps together to have an impression of "organicness" for this mask.
If you upgraded your PANORA|make Instance from version 1 to version 2.0, You'll have to Reset all the HB Masks used as they work differently under the hood !
If you are using an external software like GAEA, World Machine, World Creator, or any other software to make your landscape, you can also import the Splatmap created alongside your landscape into PANORA|make, as a Mask.
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Channel to Use
Uses the R, G or B values of the noise map to define the mask.
Contrast / Force
Contrasts the mask / Multiplies the mask by itself to increase its force
Tiling / Opacity
Tiles the mask / Changes max opacity of the mask
Contrast / Force / Opacity
Contrasts the mask / Multiplies the mask by itself to increase its force / Changes max opacity of the mask
Directional
Changes the direction the "light emitter" points towards. Goes from -1 to 1.
Steepness
The higher the value, the steeper the slopes will have to be to be affected by the mask. Recommended to not go below 0.51/0.52, otherwise all the terrain will be affected !
Contrast
Contrasts the slopes to get cleaner results.
Invert Slope
Inverts the Slope values.
Invert Height
Invert Height, starting from the top or the bottom. The arrow on the mask thumbnail show the direction of the mask.
Height
Z coordinate of the start/end of the level of the mask
Fade amount
Subtracts smoothly from the Height the amount entered to get a smoother transition.
Mask Contrast
Contrasts the Mask (Medium & Lowest level only)
Mask UV Tiling
Tiles the Mask (Medium & Lowest level only)
Contrast / Strength / Opacity
Contrasts the mask / Multiplies the mask by itself to increase its force / Changes max opacity of the mask
Layer to Use
Uses the R, G or B values of the splatmap map to define the mask.
Landscape Resolution
Samples the splatmap at the correct terrain resolution so that it can fit 1:1 on the terrain. Very Important ! You can click on your landscape and check the "Overall Resolution (Verts)" line on the details to see which values to enter. If your terrain is square and its scale hasn't been changed, you can click the "Guess" button to automatically get that value.