DreamScape: Terrain Map

 

 

This map affects the Terrain surface. With it, you can apply different textures based on the terrain properties, such as altitude and slope.

 

 

Color

Base Color - Use this option to define this map's base color.

 

This color will be applied to the terrain only at those areas that are defined by the elevation and/or slope parameter.

 

Texmap - You can also use other (3ds max native) maps that will be applied to the terrain.

 

 

Elevation

Use the Min and Max parameters to define the area where the color (or bump) map will be applied.

 

Min. - The Minimum height of the Terrain object where the color (or bump) map will be applied. This spinner's value is represented in 3ds Max units.

 

Max. - The Maximum height of the Terrain object where the color (or bump) 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 maps.

 

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 color (or bump) map will be applied.

 

Min. - The Minimum slope angle of the terrain object where the color (or bump) map 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 color (or bump) map 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 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 maps.

 

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