DreamScape: Terrain

 

 

This material can be applied to any surface such as the DreamScape Terrain to create natural slope and elevation-based blends between other material types.

 

 

 

 

 

 

Materials

Base Material - This is the underlying material that you want to use for the surface.

 

Mix Material - This is the material that is going to be applied to your object's surface using the Elevation and Slope Angle controls.

 

 

Elevation

Use the Min and Max parameters to define the area where the Mix Material will be applied.

 

Min. - The Minimum height of the Terrain object where the Mix Material will be applied. This spinner's value is represented in 3ds Max units.

 

Max. - The Maximum height of the Terrain object where the Mix Material map will be applied. This spinner's value is represented in 3ds Max units.

 

Perterb/Falloff - This spinner controls the blending at the edges of the elevation range and is represented in 3ds Max units.

 

Perterb. Map - Use this map to disturb or distort the top/bottom edges of the blended materials. To avoid sharp, smooth edges, put a Noise or DreamScape: Noise map in here to use to "rough up" the blend edge between the Base and Mix Materials.

 

Use Falloff - Use this option to apply a smooth transition with a range defined by the Perturb/Falloff parameter.

 

All the parameters will use current 3ds Max units. For example, if you have a terrain that is 200 meters high and you want it to be green from the bottom to the middle, you will need to set Min to 0 and Max to 100.

 

 

Slope

Use the Min and Max parameters to define the area where the Mix Material will be applied.

 

Min. - The Minimum slope angle of the terrain object where the Mix Material will be applied. A value of 0 represents perfectly flat (or horizontal), while a value of 90 represents perfectly vertical.

Max. - The Maximum slope angle of the terrain object where the Mix Material will be applied. A value of 0 represents perfectly flat (or horizontal), while a value of 90 represents perfectly vertical.

 

Perterb/Falloff - This spinner controls the blending at the edges of the elevation range and is represented in 3ds Max units.

 

Perterb. Map - Use this map to disturb or distort the upper/lower edges of the blended materials. To avoid sharp, smooth edges, put a Noise or DreamScape: Noise map in here to use to "rough up" the blend edge between the Base and Mix Materials.

 

Use Falloff - Use this option to apply a smooth transition with a range defined by the Perturb/Falloff parameter.