WMDEVICEMACRSPRWorld?BMACISPRKBqIsland Maker InPARMMACOTerrainTrees MaskSPRK|Island Maker OutPARMMACPSPRK1Island Maker ParamsPARMGRADSPRK)::Y;2;$9;O%`;PARMP1hZDirection\xlxP1Constrain to Unit CircleHSELSPRK  @`PARMP1>?Minimumee>>0>lz>>z>P1UU??Maximum?w?E? ??nk?P1??FalloffnceJ ?=>O>w>XQ>P1Falloff typed>W7X>2Y>]i>t>GRADSPRK.PARMP1hZDirection8B P1Constrain to Unit CircleHSELSPRKlue two OutPARMP1>?MinimumyperP1UU>?MaximumeterP1>?FalloffncerP1Falloff typeCOMBSPRKPARMP1Methode] 8e P10dStrengthIntensitye={>HSELSPRKWhe tPARMP1?Minimum'P1TUu>?Maximum  e P1=?Falloff e P1Falloff type= e BPRLSPRKOountainsPARM P1StylezzP1֬CAE@Scale <' <2<<{i;|;B;P1? #<@? PersistenceC;_\1;{  ;f:P1Octaves{{P1@@ Gain|,|P1@?? Offset;D%;jE>lP1.dStrengthC8DMDD EDYDDCzCCLMPSPRKp>ಊ>r>[>>f,>PARMP12?Range1yperP1H>?Range2eterP1TypestencerP1NormalizepeSPLTSPRKzxx\zPARMP1OutputsSPLTSPRKOxJPARMP1OutputsCHOSSPRKqm ]>  '> C]>PARMP1MethodMACRSPRWorld ?BMACIforest buildrandomizeSPRKW Forest InnPARMMACOTerMask TreesSPRK~Forest OuttPARMMACPminimum heightfallofclamp treestrees amounttrees directiondistorsion strenghtdistorsion directionSPRK]Forest ParamssPARMMACRSPRWorld ?BMACIMaskrandomiseSPRKY?Trees IncN>Db^>%m>PARMMACOPrimary OutputrVASPRKTrees Outo?)Pk? 8c?PARMMACPDirectionTrees amountClampdirection distorsionstrengh distorsionSPRKN1Trees ParamsR ?3$?(?PARMGRADSPRK)PARMP1hZDirectionP1Constrain to Unit CircleCOMBSPRK?MMMMMxM|K4KPARMP1MethodP1ddStrengthSPLTSPRKHR2Q2u234 5<5J6PARMP1Outputs= B IVRTSPRK '?R$?oRN?, RAM?PARMGRADSPRK)wSPRKIPARMP15hZDirectionP1Constrain to Unit CircleCOMBSPRK??@@LBCCGDEGPARMP1Method|Dp!iJP1ddStrengthiety of waysCombinerSPLTSPRKJ:M: :998=8Q7]54PARMP1Outputs= B IVRTSPRKs StanPARMSSPLSPRK:>>>>>?PARMP1OutputsMultiplyQ 11S_ARSPRK?PARMP1\??Current ValueP1>?AmountP1OperationAdd to valueSubtract from valueMultiply with valueP1ClippingRolloverClipCOMBSPRK%m?q?u?j}?PARMP1MethodBB BBBP1#dStrengthBBBBBCLMPSPRKFZ5?!1?@-?L~%?PARMP1<?Range1A$rP1??Range2l  P1Type~LraP1NormalizeD(PRAMPSPRKrX CHGTPARMP1Type of RampStandard RampLinear RampP1A?AFrequencyP1?Keep full heightRAMPSPRKPARMP1Type of RampStandard RampLinear RampP1@?AFrequencyP1?Keep full heightRAMPSPRKp??????PARMP1Type of RampStandard RampLinear RampP1A?AFrequencyP1?Keep full heightRAMPSPRK3z?c?StrengthP1CenteredP1Edge HandlingRepeat edge valuesMirror interior valuesSPLTSPRK*_ PARMP1OutputsWARPSPRK~PARMP1hZDirectionP1??StrengthP1CenteredP1Edge HandlingRepeat edge valuesMirror interior valuesBPRLSPRKnmPARM P1StyleedP1֬BAE@ScalehT9H9HP1? #<@? PersistenceP1Octavesctioa`  P1@@ Gain(DirehP1@?? Offseth9HhhP1Seedi$i,i4iP1 BCHeightliatid |iP1??Distortion Amounti10.8iP1?Distortion EnablejP1hZDistortion DirectionjdjP1StabilizeUnTaj ClojRequWARPSPRKlPARMP1hZDirectionP14??StrengthP1CenteredP1Edge HandlingRepeat edge valuesMirror interior valuesBPRLSPRK>2>><>u>->PARM P1StyleedP1AAE@ScalehT9H9HP1? #<@? PersistenceP1Octavesctioa`  P1@@ Gain(DirehP1@?? Offseth9HhhP1Seedi$i,i4iP1 BCHeightliatid |iP1??Distortion Amounti10.8iP1?Distortion EnablejP1hZDistortion DirectionjdjP1StabilizeUnTaj ClojRequRAMPSPRKj>A?>1v>>9> !>PARMP1Type of RampR>N>*>a>?>Standard RampLinear RampP1@?AFrequency>0F> I>>q>X!>P1?Keep full heightҹ>{>q>ǘ>RAMPSPRK> >I1>>,>>PARMP1Type of RampX>%>w>>NJ>Standard RampLinear RampP1@?AFrequency>>s6>c>̥>>P1?Keep full height}>K>]>)>             RhalphJust a test....SPRK#Treestional outputs forPARMP1$??DirectionP1>?Trees amountP1??ClampP1??direction distorsionP1??strengh distorsionSPLTSPRKT_ PARMP1OutputsT9H9HSPLTSPRKWPARMP1OutputsT9H9HCHOSSPRKPARMP1MethodHSELSPRKzkPARMP1D??MinimummeterP1??MaximummeterP1=?FalloffncerP1Falloff typeSPLTSPRKjPARMP1OutputsHSELSPRKPARMP1?Minimume( BZP1??Maximumidged Erosion Inj\kP1>?Falloffncee}  P1Falloff type #  Philippe.JacquerouxBase on trees macros from Rhalph. This permit you to buils forest on lower part of terrain.You have a mask output for texturing. Have fun! Greetings philippe SPRKfqForestoPARMP1D??minimum heightP1=?fallofP1??clamp treesP1??trees amountP1??trees directionP1>?distorsion strenghtP1 ??distorsion directionBPRLSPRK aPHPARM P1StyletyyP1BAE@ScaleāyP1? #<@? PersistenceyP1OctavesTydyP1@@ GainyyP1@?? OffsetyP1SeedyDyP1 BCHeightyyxyP1??Distortion AmountyP1?Distortion EnableyP1hZDistortion DirectionyP1StabilizeyĄyHSELSPRK,`>PARMP1TUu>?Minimum'P1UU>?Maximum  e P1=?Falloff e P1Falloff type= e SPLTSPRKz  ?J?4?h??w?PARMP1OutputsCHOSSPRKTh8PPARMP1MethodSPLTSPRKPARMP1OutputsSPLTSPRKnd HighzPARMP1OutputsEWTHSPRK @ BPARMP14IterationsP1StyleP1=9=StrengthceP1@> #L>>>>J>P12dStrength >۟>'>>>R{>CHGTSPRK`0pXq`r`sstPARMP1 >?HeightHSELSPRKPARMP1=?MinimumqqP1??Maximum