WMDEVICEMACRSPRWorld  ?Bhл?X?MACITerrainPHR9#CObjectPHR9#CSPRK[Object Placer InPARMMACODefaultPHR9#CSPRK HObject Placer OutTPARMMACPSPRKVObject Placer ParamsPARMMACHRhalphThis macro allows you to place an object on the terrain. An object is another heightmap (like a symbol in black and white that you may have imported, or other things). You can place the object using two ways : - Adding the object will put it on the terrain, above it. The object will only appear where it is taller than the terrain, so you may want to use the "Terrain clamp" parameter in order to lower the terrain, or/and the "Object clamp" parameter. - Substracting the object will make it appear as if it was engraved in the terrain. Like in the previous way, the object will only appear where it is lower than the terrain. In this case, the "Terrain clamp" will raise the terrain. http://terrafgen.free.frSPRKObject Placer HelpPARMMACRSPRWorld  ?Bhл?X?MACIDefaultPH49#CSPRK@Enhanced Zoom Ou In?PARMMACODefaultPH49#CSPRK Enhanced Zoom Ou Out axPARMMACPSPRK{Enhanced Zoom Ou ParamsPARMMACHSPRK0Enhanced Zoom Ou Helpr PARMMACRSPRWorld  ?Bhл?X?MACITerrain Input,9#CSPRK1Zoom Out InPARMMACODefaultInput,9#CSPRKZoom Out OutPARMMACPSPRKZoom Out Paramsrength 1PARMMACHSPRKL@Zoom Out HelpPARPARMGRADSPRKPARMP1hDirection&The angle of the gradient. 0 is NorthP1Constrain to Unit CircleTWhen constrained, the areas beyond the unit circle are set to the appropriate valueWARPSPRKPARMP1hDirection1The angle to displace the terrain at. 0 is NorthP1>?StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSPLTSPRKRPARMP1OutputsWARPSPRK&PARMP1hDirection1The angle to displace the terrain at. 0 is NorthP1>?StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSSPLSPRKPARMP1OutputsValueGRADSPRK&PARMP1ZhDirection&The angle of the gradient. 0 is NorthP1Constrain to Unit CircleTWhen constrained, the areas beyond the unit circle are set to the appropriate valueWARPSPRK,PARMP1ZhDirection1The angle to displace the terrain at. 0 is NorthP1>?StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSPLTSPRKT+PARMP1OutputsWARPSPRK1.PARMP1ZhDirection1The angle to displace the terrain at. 0 is NorthP1>?StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSPLTSPRKPARMP1OutputsCGRDSPRK_PARMP1??Radiuson,How large an area the gradient should coverP1Typegth!The type of radial gradient usedSphericalGaussianDiamondSquareConeP1?NormalizeNNormalizing ensures the greatest height is always the maximum height possibleCOMBSPRKPARMP1MethodP1??StrengthSWCHSPRKoPARMP1Input choiceputsJIf enabled, passes the optional input along instead of the primary input.               SPRKZoom Out9SelPARMP1%I??AmountP1Remove bordersMACRSPRWorld  ?Bhл?X?MACIDefaultPHj9#CSPRKiBidirectional Di InPARMMACONew PortPHj9#CSPRK|iBidirectional Di OutPARMMACPSPRKBidirectional Di ParamsPARMMACHSPRK0Bidirectional Di HelpPARMCHGTSPRK?uPARMP1??Height'The height to set the terrain level atWARPSPRKnPARMP1hDirection1The angle to displace the terrain at. 0 is NorthP1??StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSPLTSPRKzPARMP1OutputsWARPSPRKnPARMP1hDirection1The angle to displace the terrain at. 0 is NorthP1??StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSSPLSPRKPARMP1OutputsS_INSPRK PARM  SPRK Bidirectional DispPARMP1=?StrengthP1hDirectionMACRSPRWorld  ?Bhл?X?MACIDefaultPH v9#CSPRKiBidirectional Di InPARMMACONew PortPH v9#CSPRK|iBidirectional Di OutPARMMACPSPRKBidirectional Di ParamsPARMMACHSPRK0Bidirectional Di HelpPARMCHGTSPRK?uPARMP1??Heighton'The height to set the terrain level atWARPSPRKnPARMP1ZhDirection1The angle to displace the terrain at. 0 is NorthP1??StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSPLTSPRKzPARMP1OutputsWARPSPRKnPARMP1ZhDirection1The angle to displace the terrain at. 0 is NorthP1??StrengthThe amount of distortionP1CenteredKCentering makes all displacements occur from the middle of the heightfieldP1Edge HandlingLFor unknown pixels on the edge, we can synthesize them from one of two waysRepeat edge valuesMirror interior valuesSSPLSPRKPARMP1OutputsS_INSPRK PARM  SPRK5Bidirectional DispPARMP1=?StrengthP1ZhDirectionS_INSPRKPARMSPRK5Enhanced Zoom OutPARMP1!>?AmountP1Remove bordersP1??Move from left to rightP1??Move from top to bottomCOMBSPRKCombiner 1PARMP1MethodP1??StrengthU_MCSPRKtPARMP1Number of Inputs1Determines how many input ports should there be.P1Input Choice<Selects which input port should be passed on to the output.SSPLSPRK3#Sc Splitter : MethodPARMP1OutputsCOMBSPRKCombiner 2PARMP1MethodP1??StrengthMSWCSPRKMulti Splitter-ObjectPARMP1Number of Outputs2Determines how many output ports should there be.P1Output Choice9Selects which output port should recieve the input data.MSWCSPRK[Multi Splitter-TerrainPARMP1Number of Outputs2Determines how many output ports should there be.P1Output Choice9Selects which output port should recieve the input data.IVRTSPRK< PARMCLMPSPRKObject Strength 1PARMP1?Range1P1??Range2P1TypeP1NormalizeCLMPSPRK Object Strength 2PARMP1=?Range1P1??Range2P1TypeP1NormalizeSSPLSPRKSc Splitter : Ins StrPARMP1OutputsS_INSPRK;PARMCLMPSPRKTerrain Clamp 1PARMP1?Range1P1??Range2P1TypeP1NormalizeSSPLSPRK Sc Splitter : Ter ClmpPARMP1OutputsS_INSPRK;PARMCLMPSPRKTerrain Clamp 2PARMP1?Range1P1??Range2P1TypeP1NormalizeCLMPSPRKObject ClampPARMP1?Range1P1??Range2P1TypeP1NormalizeS_CPSPRK3Scalar Clamp : ObjectPARMP1?Current Value0The current value that this device is producingP1??Max Range)The maximum value to allow in the outputP1?Min Range)The minimum value to allow in the outputP1Type=Specify how to clamp the input value to the specified range.RescaleClip                SPRKObject PlacerRPARMP1>?Object resize&Allows the object to be resized down.P1??Move from left to rightTUse this slider to place the object on the X axis. A 0.5 value centers the object.P1??Move from top to bottomTUse this slider to place the object on the Y axis. A 0.5 value centers the object.P1Placing methodNChoose if you want the object to be added to or substracted from the terrain.Add to TerrainSubstract from TerrainP1??Insertion strengthnSelect how much the object will be inserted on the terrain. A higher value means a taller (or deeper) object.P1?Object clampRAllows to raise the object min height (or lower the max height in substract mode)P1?Terrain clampXYou may have to clamp the terrain if you want the object to be taller than the terrain.