<?xml version="1.0" encoding="utf-8"?>
<terragen_clip>

	
	
	
	
	
<non_node>











<library_description>Procedural River Maps by WASasquatch (NWDA)

Procedural River Maps was created by WASasquatch (Jordan Thompson) with a need to create a drop in solution to creating rivers without cluttering a project building a river from the ground up. PRM outputs an RGB map which can be split into their appropriate corresponding maps.  </library_description><library_tag>maps</library_tag><library_tag>prm</library_tag><library_tag>procedural</library_tag><library_tag>river</library_tag><library_connection_tips>PRM outputs a Valley Map, Banks Map, and River Map for displacement usage in your terrains. </library_connection_tips></non_node><group name="PRM Maps" gui_use_node_pos="1" gui_node_pos="181 975 0" gui_group="" gui_node_size="603 210 1" gui_node_colour="0.5 0.5 0.5" special_group="0" global_bookmark="0">
	</group><blue_to_scalar name="River Map" gui_use_node_pos="1" gui_node_pos="360 940 0" gui_group="PRM Maps" enable="1" input_node="Procedural River Maps (RGB Maps) by WASasquatch" gui_use_preview_patch_size="1" gui_preview_patch_size="8000 8000">
	</blue_to_scalar><red_to_scalar name="Valley Map" gui_use_node_pos="1" gui_node_pos="0 940 0" gui_group="PRM Maps" enable="1" input_node="Procedural River Maps (RGB Maps) by WASasquatch" gui_use_preview_patch_size="1" gui_preview_patch_size="8000 8000">
	</red_to_scalar><null_shader name="Procedural River Maps (RGB Maps) by WASasquatch" gui_use_node_pos="1" gui_node_pos="180 1020 0" gui_group="PRM Maps" enable="1" input_node="River Function" gui_use_preview_patch_size="1" gui_preview_patch_size="32000 32000">
		
		
		
		
		
		
		
		
		
	<null_shader name="River Function" gui_use_node_pos="1" gui_node_pos="100 -920 0" gui_group="Procedural River Maps (Settings)" enable="1" input_node="Blue" gui_use_preview_patch_size="1" gui_preview_patch_size="4000 4000">
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
			
		<add_colour name="Blue" gui_use_node_pos="1" gui_node_pos="-80 -800 0" gui_group="" enable="1" input_node="Green" gui_use_preview_patch_size="1" gui_preview_patch_size="8000 8000" input_2="Blue Channel">
			</add_colour><constant_scalar name="1 (True)" gui_use_node_pos="1" gui_node_pos="260 80 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="1">
			</constant_scalar><redirect_shader name="Valley Redirector LX" gui_use_node_pos="1" gui_node_pos="160 620 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" X_shader="/Procedural River Maps (RGB Maps) by WASasquatch/River LX Path" Y_shader="" Z_shader="">
			</redirect_shader><smooth_step_scalar name="Smooth Step River" gui_use_node_pos="1" gui_node_pos="80 700 0" gui_group="" enable="1" input_node="River Scalar" gui_use_preview_patch_size="1" gui_preview_patch_size="1000 1000" step_start="River Step Start (0)" step_end="River Step End (1)">
			</smooth_step_scalar><constant_scalar name="River Step End (1)" gui_use_node_pos="1" gui_node_pos="180 780 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="1">
			</constant_scalar><add_colour name="Green" gui_use_node_pos="1" gui_node_pos="-140 -700 0" gui_group="" enable="1" input_node="Red" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" input_2="Green Channel">
			</add_colour><add_colour name="Red" gui_use_node_pos="1" gui_node_pos="-200 -600 0" gui_group="" enable="1" input_node="(Black) False" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" input_2="Red Channel">
			</add_colour><surface_layer name="Green Channel" gui_use_node_pos="1" gui_node_pos="-180 -380 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" apply_colour="1" diffuse_colour="0 1 0" colour_function="Warp River Banking SM" enable_test_colour="0" test_colour="1 0 1" luminous="0" luminosity_multiplier="1" luminosity_tint="1 1 1" luminosity_function="" displacement_direction="1" displacement_multiplier="1" displacement_function="" displacement_offset="0" smoothing_effect="0" smoothing_amount="1" child_layers="" coverage="1" fractal_breakup="0" breakup_shader="" fractal_contrast="0.5" invert_breakup="0" only_breakup_colour="1" blend_by_shader="0" blending_shader="" invert_blendshader="0" blend_as_coverage="1" limit_maximum_altitude="0" maximum_altitude="1000" max_alt_fuzzy_zone="200" limit_minimum_altitude="0" minimum_altitude="200" min_alt_fuzzy_zone="200" altitude_key="1" use_Y_for_altitude="0" limit_maximum_slope="0" maximum_slope_angle="60" max_slope_fuzzy_zone="20" limit_minimum_slope="0" minimum_slope_angle="30" min_slope_fuzzy_zone="10" slope_key="0" use_Y_for_slope="0" intersect_underlying="0" intersection_mode="0" intersection_zone="2" smoothing_scale="0" intersection_shift="2" min_intersection_shift="-2" fuzzy_zone_softness="1" smoother_fuzzy_zones_for_shading="0" smoother_fuzzy_zones_for_displacement="0">
			</surface_layer><surface_layer name="Red Channel" gui_use_node_pos="1" gui_node_pos="-460 -380 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="1" gui_preview_patch_size="8000 8000" apply_colour="1" diffuse_colour="1 0 0" colour_function="Warp River Valley Path LX" enable_test_colour="0" test_colour="1 0 1" luminous="0" luminosity_multiplier="1" luminosity_tint="1 1 1" luminosity_function="" displacement_direction="1" displacement_multiplier="1" displacement_function="" displacement_offset="0" smoothing_effect="0" smoothing_amount="1" child_layers="" coverage="1" fractal_breakup="0" breakup_shader="" fractal_contrast="0.5" invert_breakup="0" only_breakup_colour="1" blend_by_shader="0" blending_shader="" invert_blendshader="0" blend_as_coverage="1" limit_maximum_altitude="0" maximum_altitude="1000" max_alt_fuzzy_zone="200" limit_minimum_altitude="0" minimum_altitude="200" min_alt_fuzzy_zone="200" altitude_key="1" use_Y_for_altitude="0" limit_maximum_slope="0" maximum_slope_angle="60" max_slope_fuzzy_zone="20" limit_minimum_slope="0" minimum_slope_angle="30" min_slope_fuzzy_zone="10" slope_key="0" use_Y_for_slope="0" intersect_underlying="0" intersection_mode="0" intersection_zone="2" smoothing_scale="0" intersection_shift="2" min_intersection_shift="-2" fuzzy_zone_softness="1" smoother_fuzzy_zones_for_shading="0" smoother_fuzzy_zones_for_displacement="0">
			</surface_layer><transform_input_shader name="Scale River on X" gui_use_node_pos="1" gui_node_pos="160 260 0" gui_group="" enable="1" input_node="Warp River Path SM" gui_use_preview_patch_size="1" gui_preview_patch_size="4000 4000" use_world_space="0" use_undisplaced_space="0" translate="0" translate_by="0 0 0" rotate="0" rotate_by="0 0 0" scale="1" scale_by="1.15 1 1">
			</transform_input_shader><warp_input_shader name="Warp River Banking LX" gui_use_node_pos="1" gui_node_pos="-180 -80 0" gui_group="" enable="1" input_node="Smooth Step Banks" gui_use_preview_patch_size="1" gui_preview_patch_size="4000 4000" warper="Valley Redirector LX">
			</warp_input_shader><smooth_step_scalar name="Smooth Step River Valley" gui_use_node_pos="1" gui_node_pos="-460 100 0" gui_group="" enable="1" input_node="River Zone Simple Shape" gui_use_preview_patch_size="1" gui_preview_patch_size="16000 16000" step_start="Valley Step Start (0)" step_end="/Procedural River Maps (RGB Maps) by WASasquatch/Valley Buildup (Range 0-35 - Default 0.35)">
			</smooth_step_scalar><warp_input_shader name="Warp River Valley Path LX" gui_use_node_pos="1" gui_node_pos="-460 -80 0" gui_group="" enable="1" input_node="Smooth Step River Valley" gui_use_preview_patch_size="1" gui_preview_patch_size="8000 8000" warper="Valley Redirector LX">
			</warp_input_shader><warp_input_shader name="Warp River Banking SM" gui_use_node_pos="1" gui_node_pos="-180 -180 0" gui_group="" enable="1" input_node="Warp River Banking LX" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" warper="Valley Redirector SM">
			</warp_input_shader><warp_input_shader name="Warp River Path SM" gui_use_node_pos="1" gui_node_pos="80 360 0" gui_group="" enable="1" input_node="Warp River Path LX" gui_use_preview_patch_size="1" gui_preview_patch_size="1000 1000" warper="Valley Redirector SM">
			</warp_input_shader><warp_input_shader name="Warp River Path LX" gui_use_node_pos="1" gui_node_pos="80 520 0" gui_group="" enable="1" input_node="Smooth Step River" gui_use_preview_patch_size="1" gui_preview_patch_size="8000 8000" warper="Valley Redirector LX">
			</warp_input_shader><mix_scalar name="River Scalar" gui_use_node_pos="1" gui_node_pos="80 920 0" gui_group="" enable="1" input_node="River Banks Boundary" gui_use_preview_patch_size="1" gui_preview_patch_size="500 500" input_2="River Bed Boundary" mix_controller="/Procedural River Maps (RGB Maps) by WASasquatch/River Levee Buildup (Range 0-5 -  Default 0.5)">
			</mix_scalar><colour_adjust_shader name="River Banks Boundary" gui_use_node_pos="1" gui_node_pos="80 1040 0" gui_group="" enable="1" input_node="River Zone Simple Shape" gui_use_preview_patch_size="1" gui_preview_patch_size="500 500" black_point="0.4250000119 0.4250000119 0.4250000119" black_point_adjust="0.4250000119" white_point="0.5500000119 0.5500000119 0.5500000119" white_point_adjust="0.5500000119" gamma="1 1 1" gamma_adjust="1" clamp_below_black="1" clamp_above_white="1">
			</colour_adjust_shader><simple_shape_shader name="River Zone Simple Shape" gui_use_node_pos="1" gui_node_pos="-100 1180 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="1" gui_preview_patch_size="4000 4000" show_b-box_in_preview="1" draw_shape_edges_in_preview="1" type_of_shape="0" position="0 0 0" size="5000 1000000" rotation="0" polygon_sides="5" apply_colour="1" apply_main_colour="1" colour="1 1 1" apply_edge_colour="1" edge_colour="0 0 0" colour_edge_profile="1" colour_edge_width="200" colour_edge_units="1" colour_position_key="1" apply_displacement="0" displace_relative_to_surface="1" displace_relative_to_shader_position="0" displacement_direction="1" displacement_amplitude="1" displacement_offset="0" displacement_edge_profile="0" displacement_edge_width="50" displacement_edge_units="0" displacement_position_key="1">
			</simple_shape_shader><colour_adjust_shader name="River Bed Boundary" gui_use_node_pos="1" gui_node_pos="120 980 0" gui_group="" enable="1" input_node="River Zone Simple Shape" gui_use_preview_patch_size="1" gui_preview_patch_size="250 250" black_point="0.4699999988 0.4699999988 0.4699999988" black_point_adjust="0.4699999988" white_point="0.4950000048 0.4950000048 0.4950000048" white_point_adjust="0.4950000048" gamma="1 1 1" gamma_adjust="1" clamp_below_black="0" clamp_above_white="1">
			</colour_adjust_shader><constant_scalar name="River Step Start (0)" gui_use_node_pos="1" gui_node_pos="120 840 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="0">
			</constant_scalar><redirect_shader name="Valley Redirector SM" gui_use_node_pos="1" gui_node_pos="180 440 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" X_shader="/Procedural River Maps (RGB Maps) by WASasquatch/River SM Path" Y_shader="" Z_shader="">
			</redirect_shader><constant_scalar name="Valley Step Start (0)" gui_use_node_pos="1" gui_node_pos="-380 180 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="0">
			</constant_scalar><constant_scalar name="Bluffs Step Start (0.3)" gui_use_node_pos="1" gui_node_pos="-140 180 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="0.3">
			</constant_scalar><smooth_step_scalar name="Smooth Step Banks" gui_use_node_pos="1" gui_node_pos="-180 100 0" gui_group="" enable="1" input_node="River Zone Simple Shape" gui_use_preview_patch_size="1" gui_preview_patch_size="2000 2000" step_start="Bluffs Step Start (0.3)" step_end="/Procedural River Maps (RGB Maps) by WASasquatch/Banks Buildup (Range 0-20 - Default 0.75)">
			</smooth_step_scalar><warp_input_shader name="Warp Fake Oxblows, Sandbars and Splays" gui_use_node_pos="1" gui_node_pos="80 -280 0" gui_group="" enable="1" input_node="Warp River Path SM" gui_use_preview_patch_size="1" gui_preview_patch_size="8000 8000" warper="Scaled River to Displacement">
			</warp_input_shader><surface_layer name="Blue Channel" gui_use_node_pos="1" gui_node_pos="80 -380 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="1" gui_preview_patch_size="4000 4000" apply_colour="1" diffuse_colour="0 0 1" colour_function="Warp Fake Oxblows, Sandbars and Splays" enable_test_colour="0" test_colour="1 0 1" luminous="0" luminosity_multiplier="1" luminosity_tint="1 1 1" luminosity_function="" displacement_direction="1" displacement_multiplier="1" displacement_function="" displacement_offset="0" smoothing_effect="0" smoothing_amount="1" child_layers="" coverage="1" fractal_breakup="0" breakup_shader="" fractal_contrast="0.5" invert_breakup="0" only_breakup_colour="1" blend_by_shader="0" blending_shader="" invert_blendshader="0" blend_as_coverage="1" limit_maximum_altitude="0" maximum_altitude="1000" max_alt_fuzzy_zone="200" limit_minimum_altitude="0" minimum_altitude="200" min_alt_fuzzy_zone="200" altitude_key="1" use_Y_for_altitude="0" limit_maximum_slope="0" maximum_slope_angle="60" max_slope_fuzzy_zone="20" limit_minimum_slope="0" minimum_slope_angle="30" min_slope_fuzzy_zone="10" slope_key="0" use_Y_for_slope="0" intersect_underlying="0" intersection_mode="0" intersection_zone="2" smoothing_scale="0" intersection_shift="2" min_intersection_shift="-2" fuzzy_zone_softness="1" smoother_fuzzy_zones_for_shading="0" smoother_fuzzy_zones_for_displacement="0">
			</surface_layer><displacement_shader name="Scaled River to Displacement" gui_use_node_pos="1" gui_node_pos="160 -160 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="1" gui_preview_patch_size="2000 2000" function="Use Effect ?" displacement_direction="0" displacement_multiplier="400">
			</displacement_shader><colour_adjust_shader name="Scale River WP Adj" gui_use_node_pos="1" gui_node_pos="160 160 0" gui_group="" enable="1" input_node="Scale River on X" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" black_point="0 0 0" black_point_adjust="0" white_point="0.5 0.5 0.5" white_point_adjust="0.5" gamma="1 1 1" gamma_adjust="1" clamp_below_black="0" clamp_above_white="0">
			</colour_adjust_shader><conditional_scalar name="Use Effect ?" gui_use_node_pos="1" gui_node_pos="160 -60 0" gui_group="" enable="1" input_node="1 (True)" gui_use_preview_patch_size="1" gui_preview_patch_size="4000 4000" condition="0" comparison_value="/Procedural River Maps (RGB Maps) by WASasquatch/Use Fake Oxlows, Sand Bars and Splays Generator (1 = On - 0 = Off) " if_result="(Black) False" else_result="Scale River WP Adj">
			</conditional_scalar><constant_colour name="(Black) False" gui_use_node_pos="1" gui_node_pos="260 20 0" gui_group="" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" colour="0 0 0">
			</constant_colour></null_shader><power_fractal_shader_v3 name="River LX Path" gui_use_node_pos="1" gui_node_pos="-280 -760 0" gui_group="Procedural River Maps (Settings)" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" seed="11793" feature_scale="5000" lead-in_scale="5000" smallest_scale="0.01" noise_octaves="22" obey_smoothing_filter="1" noise_stretch_XYZ="1 1 1" apply_high_colour="1" high_colour="1 1 1" apply_low_colour="0" low_colour="0 0 0" colour_contrast="0.5" colour_offset="0" colour_roughness="5" clamp_high_colour="1" clamp_low_colour="1" apply_displacement="1" displacement_direction="1" displacement_amplitude="5000" displacement_offset="0" displacement_roughness="0" displacement_spike_limit="1" continue_spike_limit="0" adjust_coastline="0" coastline_altitude="0" coastline_smoothing="30" noise_flavour="0" ridge_smoothing="0.1" gully_smoothing="0.1" noise_variation="1" variation_method="2" buoyancy_from_variation="0.25" clumping_of_variation="0.25" better_colour_continuity="0" better_displacement_continuity="1" distort_by_normal="0" distortion_by_normal="5" lead-in_warp_effect="0" lead-in_warp_amount="0.5" less_warp_at_feature_scale="0" allow_vertical_warp="0" four-d_noise="0" four-d_noise_speed="0.1" reference_frame_number="0" blend_by_shader="0" blending_shader="" fit_blendshader_to_this="0" invert_blendshader="0">
		</power_fractal_shader_v3><power_fractal_shader_v3 name="River SM Path" gui_use_node_pos="1" gui_node_pos="-280 -840 0" gui_group="Procedural River Maps (Settings)" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" seed="11793" feature_scale="400" lead-in_scale="500" smallest_scale="0.01" noise_octaves="18" obey_smoothing_filter="1" noise_stretch_XYZ="1 1 1" apply_high_colour="1" high_colour="1 1 1" apply_low_colour="0" low_colour="0 0 0" colour_contrast="0.5" colour_offset="0" colour_roughness="5" clamp_high_colour="1" clamp_low_colour="1" apply_displacement="1" displacement_direction="1" displacement_amplitude="100" displacement_offset="0" displacement_roughness="0" displacement_spike_limit="1" continue_spike_limit="0" adjust_coastline="0" coastline_altitude="0" coastline_smoothing="30" noise_flavour="0" ridge_smoothing="0.1" gully_smoothing="0.1" noise_variation="0" variation_method="2" buoyancy_from_variation="0.25" clumping_of_variation="0.25" better_colour_continuity="0" better_displacement_continuity="1" distort_by_normal="0" distortion_by_normal="5" lead-in_warp_effect="0" lead-in_warp_amount="0.5" less_warp_at_feature_scale="0" allow_vertical_warp="0" four-d_noise="0" four-d_noise_speed="0.1" reference_frame_number="0" blend_by_shader="0" blending_shader="" fit_blendshader_to_this="0" invert_blendshader="0">
		</power_fractal_shader_v3><group name="Procedural River Maps (Settings)" gui_use_node_pos="1" gui_node_pos="-200 -829 0" gui_group="" gui_node_size="880 341.5 1" gui_node_colour="0.1800999939 0.4368000031 0.4995000064" special_group="0" global_bookmark="1">
		</group><constant_scalar name="River Levee Buildup (Range 0-5 -  Default 0.5)" gui_use_node_pos="1" gui_node_pos="-500 -920 0" gui_group="Procedural River Maps (Settings)" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="0.5">
		</constant_scalar><constant_scalar name="Valley Buildup (Range 0-35 - Default 0.35)" gui_use_node_pos="1" gui_node_pos="-500 -760 0" gui_group="Procedural River Maps (Settings)" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="0.45">
		</constant_scalar><constant_scalar name="Banks Buildup (Range 0-20 - Default 0.75)" gui_use_node_pos="1" gui_node_pos="-500 -840 0" gui_group="Procedural River Maps (Settings)" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="1">
		</constant_scalar><constant_scalar name="Use Fake Oxlows, Sand Bars and Splays Generator (1 = On - 0 = Off) " gui_use_node_pos="1" gui_node_pos="-280 -920 0" gui_group="Procedural River Maps (Settings)" enable="1" input_node="" gui_use_preview_patch_size="0" gui_preview_patch_size="1000 1000" scalar="1">
		</constant_scalar><note name="About Procedural River Maps" gui_use_node_pos="1" gui_node_pos="-200 -240 0" gui_group="" gui_node_size="880 795 1" gui_note_text="Procedural River Maps was created by WASasquatch (Jordan Thompson) with a need to create a drop in solution to creating rivers without cluttering a project building a river from the ground up. PRM outputs an RGB map which can be split into their appropriate corresponding maps.  

-- RGB CHANNELS --  

Red -  Red Channel is the Valley Map which is a large map that can be used to carve out the rivers valley through rugged terrain.   

Green - Green Channel is the Banks Map which is the outer shores of the river. It can be used (inverted) as a mask for Valley Details, to further slope the banks of the river, isolate river bank overhangs, etc.  

Blue - Blue Channel is the actual river map which can be used in a Displacement Shader or Surface Layer to create the carved river bed.   

-- SETTINGS --   

Valley Buildup - Controls the hardness of the Valley leading up to your outer terrain. The range is 0 to 35 where 35 is softest.   

Banks Buildup - Controls the hardness of the Banks leading up the Valley. The Range is 0 to 20 where 20 is the softest.   

River Levee Buildup - Controls the actual river banks or levee of the river. The range is 0 to 5 where 5 is the hardest.   

River LX Path - Drives the path of the river, banks, and valley. For best results it is best to use very soft displacement.   

River SM Path - This varies the River, and Banks maps within the Valley. For best results it is best to use very soft displacement. Too extreme of displacements can push the maps out of sync with the valley.  

Fake Oxblows, Sand Bars and Splays Generator - This toggle activates the warping of the river which creates fake simulations of Oxblows, Sand Dunes, and Splays. 1 is ON and 0 is OFF.  Note: This effect is multiplied by the Displacement of the Scaled River to Displacement within the River Function.  

RIver Rotation - This is controlled within the River Function shader inside the River Zone Simple Shape.   

River Length - This is controlled within the River Function shader inside the River Zone Simple Shape as the Z position.   

River Location - This is also controlled within the River Function inside the River Zone Simple Shape shader via it&apos;s location input.  " gui_note_text_colour="0 0 0" gui_note_use_custom_text_size="0" gui_note_custom_text_size="10" gui_node_colour="0.3488999903 0.5479999781 0.9743000269">
		</note></null_shader><green_to_scalar name="Banks Map" gui_use_node_pos="1" gui_node_pos="180 940 0" gui_group="PRM Maps" enable="1" input_node="Procedural River Maps (RGB Maps) by WASasquatch" gui_use_preview_patch_size="1" gui_preview_patch_size="8000 8000">
	</green_to_scalar></terragen_clip>