WMDEVICEMACRSPRWorld  ?BMACITerrainHtCSPRKx7Postpiles In%h??PARMMACOTerrainHtCMaskinHtCSPRKPostpiles Outm'> C??PARMMACPSPRK|Postpiles Params??PARMMACHRhalph?This macro may be improved later... http://terrafgen.free.frSPRKPostpiles Helps Helpu??PARMCELLSPRKpVoronoi??PARM P1uB@EScale-The scale of the Voronoi noise in the world.P1 StyleYEach style is a unique combination of noises that give a different aspect to the output.F1F2F3F4F2 - F1F3 - F2F3 - F1F4 - F3F4 - F2F4 - F1F1 CellsF2 CellsF3 CellsF4 CellsP1Distance FunctionGHow distances are measured; allows for different looks of the terrain.EuclideanManhattanAlternate #1Alternate #2P1@ShapeBOffset the noise effect. The only effect is to shift the pattern.P1Distortion Enable+Enable the distortion input of this deviceP1?Distortion AmountDThe strength of distortion, determines how far the input is shiftedP1hDistortion Direction)The direction to distort the coordinatesP1Random Seed'Determines the features of the terrainP1RandomizeRandomize the seed valueCMB2SPRKhAdd holesAdd ??PARMP1Methodationation.JSE;.WSF;.WSmWhat technique should be used to combine the two inputs. See the Help file for more information on specificsAverageAdd SubtractMultiplyMaxMinPowerRootP1??Strengthamplee5 Model 1 StepLThe strength of the combination. High values cause a mroe pronounced effectBLURSPRKh7n Blur??PARMP1Blur type#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP10Blur radiusQHow large the blur kernel is; this controls how strongly the terrain is effectedP1Scale-independanthScale independance ensures the effect doesn't change radically between a low and high resolution renderSPLTSPRK< d2 Default??PARMP1OutputsS_INSPRKxw??PARMCLMPSPRKIL??PARMP1?Range1zeP1??Range2eP1Type MidlandsP1NormalizeateauHSELSPRKxDJ??PARMP1( ??MinimumQ3P1??MaximumTsP1?FalloffCHP1Falloff type?SPLTSPRK d2 Default??PARMP1OutputsphaSSELSPRKx p%p%??PARMP1?MinimumP1?MaximumP1?FalloffP1Falloff typeSPLTSPRK??PARMP1OutputsCHOSSPRK$w??PARMP1MethodP_BA1234Default>*??SPRK`%??PARMP1Current SelectionCMB2SPRK< `z&x& @&??PARMP1Method 8Primary mWhat 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 effectCHGTSPRKhg q&??PARMP1??Height'The height to set the terrain level atBIGASPRK(??PARMP1Q@>o:;?Bias+Adjusts the average heights of the terrainP1?o:;?Gain3Increases or decreases the contrast of the terrainBLURSPRK??PARMP1Blur type#The type of blurring filter to useUniform (fastest)GaussianMotion BlurP1Blur radiusQHow large the blur kernel is; this controls how strongly the terrain is effectedP1Scale-independanthScale independance ensures the effect doesn't change radically between a low and high resolution render             SPRK:PostpilesP1??PARMP1>?ScaleP1( ??HolesKilledP1'Seed?  `IP1 ??Shapes mimic TerrainJ#?P1Distance functionm'> CEuclideanManhattanAlternate #1Alternate #2P1=?Add to TerrainP1SmoothnessKilled