# 🎬 Filters & Noise

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![Reference image w/ no filters enabled. ](/files/Xi3E2tQyXAEXWY1tVinS)

The  **+** | **x** | **-**  buttons are explained in the next[ **Blending Filters & Linking Masks section**](/panoramake-release/interface-overview/builder-interface/building-masks/blending-filters-and-linking-masks.md).

Each Filter is individually explained below.

<details>

<summary>🎬 <a href="https://www.youtube.com/clip/UgkxGYqdYjW-91ODRyeesithihXOvoLMxhwy"><strong>Noise</strong></a></summary>

![Normal View](/files/HntmHZSJDdv5zehxuNAf) ![LOOKDEV View](/files/oNDv52N47ClQES2WWs86)

The Noise filter uses a noise texture map on the terrain, sampled following the settings set by the user. This Noise map [**can be changed in the Global Settings.**](/panoramake-release/interface-overview/builder-interface/global-features-and-settings.md#instance-settings)

<table><thead><tr><th width="153.71963154864713" align="right">Element</th><th width="516.8281075613838"> </th></tr></thead><tbody><tr><td align="right">Channel to Use</td><td>Uses the R, G or B values of the noise map to define the mask.</td></tr><tr><td align="right">Contrast / Force</td><td>Contrasts the mask / Multiplies the mask by itself to increase its force.</td></tr><tr><td align="right">Tiling / Opacity</td><td>Tiles the mask / Changes max opacity of the mask</td></tr></tbody></table>

The **Noise Detail Level (Mip Used)** option allows to choose a lower mip level to **have a less defined result,** or to fine-tune memory usage.\
The mip used is static and won't change based on distance, as it's used to define zones it shouldn't change when seen from far away.

<div><figure><img src="/files/FbfSbDk4vbp4om0BmKy8" alt=""><figcaption><p>Mip Used 0 (Full Resolution)</p></figcaption></figure> <figure><img src="/files/upJej1OVHKdktq81MQFe" alt=""><figcaption><p>Mip Used 5 (Lower Resolution)</p></figcaption></figure></div>

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.**](https://sylvl.gitbook.io/untitled/guide/global-settings#uv-breaking)

</details>

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<summary>🎬 <a href="https://www.youtube.com/clip/Ugkx3X7TWR0NVsYQ4dNq_L1oI6VDLCYfdo5a"><strong>Directional</strong></a></summary>

![Normal View](/files/7XQeGdVooxij6af6pph8) ![LOOKDEV View](/files/CZyzyKHTg0CajFUCxU9X)

The directional filter acts as if a directional light was projected on the terrain and this light is what defined the mask.

<table><thead><tr><th width="116.91970479083463" align="right">Element</th><th width="556.8284737723213"> </th></tr></thead><tbody><tr><td align="right">Contrast / Force</td><td>Contrasts the mask / Multiplies the mask by itself to increase its force.</td></tr><tr><td align="right">Directional</td><td>Changes the direction the "light emitter" points towards. <br>Goes from -1 to 1, with 0 being a recommended value for the Z (Height).</td></tr></tbody></table>

</details>

<details>

<summary><strong>🎬</strong> <a href="https://www.youtube.com/clip/UgkxlMHYcV22ae_kDKUB2583Yb20VFfdEZGq"><strong>Slope</strong></a></summary>

![Normal View](/files/laLdDhWEmbklPJQ8xYtA) ![LOOKDEV View](/files/99kD3OKXbi9HbedTTHHH)

The Slope filter is one of the most important filters, allowing to define areas based on the inclinaison of the terrain. It has 2 modes: **Standard** and **Degrees Range**.

Each mode changes how the slope defines its areas, depending on the use case one may be preferable to the other.

The Slope can also be inverted, regardless of modes.&#x20;

#### Standard

The standard mode is based around a simple **Slope Tolerance** and **Falloff** values.\
It's meant to be a easy-to-use solution for most cases, **with 0 meaning no slope and 1 meaning maximum slope coverage (= all terrain.)**

<figure><img src="/files/CqqxxbWVwPCpGwxxklYG" alt=""><figcaption></figcaption></figure>

The **Break Falloff with Noise** allows to use a Noise Map to alter the perceived slope.\
**The more Falloff / Slope Tolerance value there is, the more the noise map will alter the slope's result as seen below.**

<figure><img src="/files/mQCUtBRqlHhnIGT46Xj5" alt=""><figcaption></figcaption></figure>

#### Degrees Range

The Degrees Range mode is a more advanced mode that renders the slope using the angle of the terrain, allowing for min/max degrees values as shown below.

<figure><img src="/files/8nihxfbvUqQ986iwFqrX" alt=""><figcaption><p>e.g. a range from 11 to 15 degrees with an extra degree of tolerance for the min/max values.</p></figcaption></figure>

This can be useful for inputing rocks at the base of slopes, etc.

The Falloff values add the set number of degrees to the chosen min or max value, and gradually fades until that value is met.

</details>

<details>

<summary><strong>🎬</strong> <a href="https://www.youtube.com/clip/UgkxIxeEIXsTCtX3HbNBqzh0krPHiGLYDUbX"><strong>Height-Based</strong></a></summary>

![Normal View](/files/eX8Vn7n5jikX37oYREwx) ![LOOKDEV View](/files/n0i1cSAnBZqwKst183VV)

The Height-Based filter has an optional Noise option to help with breaking its uniformity of the mask, as it only caps at a certain point otherwise.

![Inverted Mask: notice the arrow's direction on the filter icon.](/files/0H7qC7lY6I6Kaxr8hC0X)

<table><thead><tr><th width="145.71963154864713" align="right">Element</th><th width="526.4286934988838"> </th></tr></thead><tbody><tr><td align="right">Invert Height</td><td>Invert Height, starting from the top or the bottom. The arrow on the mask thumbnail show the direction of the mask.</td></tr><tr><td align="right">Height</td><td>Z coordinate of the start/end of the level of the mask</td></tr><tr><td align="right">Fade amount</td><td>Subtracts smoothly from the Height the amount entered to get a smoother transition.</td></tr></tbody></table>

The "Pick from selected" wand button sets the height from the Z coordinate of the selected actor.

</details>

<details>

<summary>Splatmap</summary>

![Normal View](/files/Nzd1mH5xV3p6dXKNYDPV) ![LOOKDEV View](/files/VJjXfXP5Ytq0yls8Y9qE)

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 PANORAmake as a filter.

**This Splatmap filter can also be used as a secondary Noise Mask.**

<table><thead><tr><th width="125.71963154864713" align="right">Element</th><th width="551.2286202566963"> </th></tr></thead><tbody><tr><td align="right">Contrast / Strength</td><td>Contrasts the mask / Multiplies the mask by itself to increase its force.</td></tr><tr><td align="right">Layer to Use</td><td>Uses the R, G or B values of the splatmap map to define the mask.</td></tr><tr><td align="right">Resolution</td><td><strong>Samples the splatmap at the correct terrain resolution so that it can fit 1:1 on the terrain.</strong><br>You can click on your landscape and check the "Overall Resolution (Verts)" line on the details to see which values to enter.<br><br>If your terrain is square and its scale hasn't been changed, you can click the "Guess" button to automatically get that value.</td></tr><tr><td align="right">Rotation</td><td>Rotates the sampled map.</td></tr></tbody></table>

The Break Splatmap Tiling works in the same way as the Noise Mask or other uses.\
[**The options are the same as on the Materials or the Master Surfaces Shaders.**](https://sylvl.gitbook.io/untitled/guide/global-settings#uv-breaking)

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