<terragen_clip>
<non_node>
<clip_category type="Shaders" />
<library_description>Hero Boulder (Basic) by WASasquatch&#xD;&#xA;&#xD;&#xA;A stripped down, yet still powerful version of the HR boulders. Here there is only really 4 nodes to worry about unless you need to change the scale within the HR Geometry container. </library_description>

<library_tag>boulder</library_tag>

<library_tag>embedded</library_tag>

<library_tag>fake</library_tag>

<library_tag>hero</library_tag>

<library_tag>stone</library_tag>

<clip_output_connection node="Hero Rock (Basic) by WASasquatch" index="0" />
<library_connection_tips>Attach as the child of a surface layer within your Shader group. </library_connection_tips>
</non_node>
	<transform_input_shader
		name = "Hero Rock (Basic) by WASasquatch"
		gui_use_node_pos = "1"
		gui_node_pos = "-800 240 0"
		gui_group = "Shaders"
		enable = "1"
		input_node = "Hero Rock"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		use_world_space = "0"
		use_undisplaced_space = "0"
		translate = "1"
		translate_by = "0 0 0"
		rotate = "0"
		rotate_by = "0 0 0"
		scale = "0"
		scale_by = "1 1 1"
		>
		<surface_layer
			name = "Hero Rock"
			gui_use_node_pos = "1"
			gui_node_pos = "20 0 0"
			gui_group = ""
			enable = "1"
			input_node = ""
			gui_use_preview_patch_size = "0"
			gui_preview_patch_size = "1000 1000"
			apply_colour = "1"
			diffuse_colour = "0.5 0.5 0.5"
			colour_function = ""
			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 = "-0.3"
			smoothing_effect = "0"
			smoothing_amount = "1"
			child_layers = "HR Surface Texture"
			coverage = "1"
			fractal_breakup = "0"
			breakup_shader = ""
			fractal_contrast = "0.5"
			invert_breakup = "0"
			only_breakup_colour = "1"
			blend_by_shader = "1"
			blending_shader = "HR Mask WP Adjust (Default 0.01)"
			invert_blendshader = "0"
			blend_as_coverage = "0"
			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 = "1"
			>
			<colour_adjust_shader
				name = "HR Mask WP Adjust (Default 0.01)"
				gui_use_node_pos = "1"
				gui_node_pos = "480 20 0"
				gui_group = ""
				enable = "1"
				input_node = "HR Mask"
				gui_use_preview_patch_size = "1"
				gui_preview_patch_size = "3.90625 3.90625"
				black_point = "0 0 0"
				black_point_adjust = "0"
				white_point = "0.193749994 0.193749994 0.193749994"
				white_point_adjust = "0.193749994"
				gamma = "1 1 1"
				gamma_adjust = "1"
				clamp_below_black = "1"
				clamp_above_white = "1"
				>
			</colour_adjust_shader>
			<tex_coords_from_XYZ
				name = "HR Geometry (Scale \ Roundness)"
				gui_use_node_pos = "1"
				gui_node_pos = "-60 340 0"
				gui_group = ""
				enable = "1"
				input_node = "HR Lateral Offset (Default 1)"
				gui_use_preview_patch_size = "0"
				gui_preview_patch_size = "1000 1000"
				>
				<displacement_shader
					name = "HR Displacement (Default 1.25)"
					gui_use_node_pos = "1"
					gui_node_pos = "60 -340 0"
					gui_group = ""
					enable = "1"
					input_node = ""
					gui_use_preview_patch_size = "0"
					gui_preview_patch_size = "1000 1000"
					function = "HR SSS (Scale \ Rotation)"
					displacement_direction = "1"
					displacement_multiplier = "1.75"
					>
				</displacement_shader>
				<compute_normal
					name = "Compute HR Normal (Default 0.1 - Lower = Rounder)"
					gui_use_node_pos = "1"
					gui_node_pos = "60 -420 0"
					gui_group = ""
					enable = "1"
					input_node = "HR Displacement (Default 1.25)"
					gui_use_preview_patch_size = "0"
					gui_preview_patch_size = "1000 1000"
					patch_size = "0.1"
					smooth_surface = "1"
					>
				</compute_normal>
				<power_fractal_shader_v3
					name = "HR Lateral Offset (Default 1)"
					gui_use_node_pos = "1"
					gui_node_pos = "60 -500 0"
					gui_group = ""
					enable = "1"
					input_node = "Compute HR Normal (Default 0.1 - Lower = Rounder)"
					gui_use_preview_patch_size = "0"
					gui_preview_patch_size = "1000 1000"
					seed = "10878"
					feature_scale = "1"
					lead-in_scale = "5"
					smallest_scale = "0.01"
					noise_octaves = "11"
					obey_smoothing_filter = "1"
					noise_stretch_XYZ = "1 1 1"
					apply_high_colour = "0"
					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 = "3"
					displacement_amplitude = "0"
					displacement_offset = "0.5"
					displacement_roughness = "1"
					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>
				<simple_shape_shader
					name = "HR SSS (Scale \ Rotation)"
					gui_use_node_pos = "1"
					gui_node_pos = "200 -240 0"
					gui_group = ""
					enable = "1"
					input_node = ""
					gui_use_preview_patch_size = "1"
					gui_preview_patch_size = "3.90625 3.90625"
					show_b-box_in_preview = "1"
					draw_shape_edges_in_preview = "1"
					type_of_shape = "1"
					position = "0 0 0"
					size = "2 2"
					rotation = "0"
					polygon_sides = "5"
					apply_colour = "1"
					apply_main_colour = "1"
					colour = "1 1 1"
					apply_edge_colour = "0"
					edge_colour = "0 0 0"
					colour_edge_profile = "1"
					colour_edge_width = "100"
					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>
			</tex_coords_from_XYZ>
			<surface_layer
				name = "HR Surface Texture"
				gui_use_node_pos = "1"
				gui_node_pos = "-60 -140 0"
				gui_group = ""
				enable = "1"
				input_node = "Normal Displacement"
				gui_use_preview_patch_size = "0"
				gui_preview_patch_size = "1000 1000"
				apply_colour = "0"
				diffuse_colour = "0.5 0.5 0.5"
				colour_function = ""
				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 = "Surface SM Detail"
				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_to_scalar
				name = "HR Mask"
				gui_use_node_pos = "1"
				gui_node_pos = "480 80 0"
				gui_group = ""
				enable = "1"
				input_node = "HR Geometry (Scale \ Roundness)"
				gui_use_preview_patch_size = "1"
				gui_preview_patch_size = "3.90625 3.90625"
				>
			</displacement_shader_to_scalar>
			<power_fractal_shader_v3
				name = "Surface SM Detail"
				gui_use_node_pos = "1"
				gui_node_pos = "60 40 0"
				gui_group = "Hero Rock Displacement \ Surface"
				enable = "1"
				input_node = "Surface LX Detail"
				gui_use_preview_patch_size = "1"
				gui_preview_patch_size = "0.9765625 0.9765625"
				seed = "63367"
				feature_scale = "0.0025"
				lead-in_scale = "0.025"
				smallest_scale = "0.001"
				noise_octaves = "6"
				obey_smoothing_filter = "1"
				noise_stretch_XYZ = "1 1 1"
				apply_high_colour = "0"
				high_colour = "1 1 1"
				apply_low_colour = "1"
				low_colour = "0.200000003 0.173999995 0.1256199926"
				colour_contrast = "1"
				colour_offset = "0"
				colour_roughness = "5"
				clamp_high_colour = "1"
				clamp_low_colour = "1"
				apply_displacement = "1"
				displacement_direction = "1"
				displacement_amplitude = "0.0075"
				displacement_offset = "0"
				displacement_roughness = "2"
				displacement_spike_limit = "0.2"
				continue_spike_limit = "0"
				adjust_coastline = "0"
				coastline_altitude = "0"
				coastline_smoothing = "30"
				noise_flavour = "5"
				ridge_smoothing = "0.1"
				gully_smoothing = "0.1"
				noise_variation = "2"
				variation_method = "2"
				buoyancy_from_variation = "-0.5"
				clumping_of_variation = "-0.5"
				better_colour_continuity = "1"
				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 = "Surface LX Detail"
				gui_use_node_pos = "1"
				gui_node_pos = "60 120 0"
				gui_group = "Hero Rock Displacement \ Surface"
				enable = "1"
				input_node = ""
				gui_use_preview_patch_size = "1"
				gui_preview_patch_size = "0.9765625 0.9765625"
				seed = "56189"
				feature_scale = "1"
				lead-in_scale = "250"
				smallest_scale = "0.01"
				noise_octaves = "17"
				obey_smoothing_filter = "1"
				noise_stretch_XYZ = "2 1 2"
				apply_high_colour = "1"
				high_colour = "0.4174580872 0.4335329831 0.4499999881"
				apply_low_colour = "1"
				low_colour = "0.200000003 0.1723199934 0.1445600092"
				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 = "0.1"
				displacement_offset = "0"
				displacement_roughness = "0.5"
				displacement_spike_limit = "1"
				continue_spike_limit = "0"
				adjust_coastline = "0"
				coastline_altitude = "0"
				coastline_smoothing = "30"
				noise_flavour = "5"
				ridge_smoothing = "0.1"
				gully_smoothing = "0.1"
				noise_variation = "0.5"
				variation_method = "2"
				buoyancy_from_variation = "0.5"
				clumping_of_variation = "0.5"
				better_colour_continuity = "1"
				better_displacement_continuity = "0"
				distort_by_normal = "0"
				distortion_by_normal = "1"
				lead-in_warp_effect = "1"
				lead-in_warp_amount = "0.25"
				less_warp_at_feature_scale = "1"
				allow_vertical_warp = "1"
				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 = "Normal Displacement"
				gui_use_node_pos = "1"
				gui_node_pos = "-160 40 0"
				gui_group = "Hero Rock Displacement \ Surface"
				enable = "1"
				input_node = "Lateral Displacement"
				gui_use_preview_patch_size = "1"
				gui_preview_patch_size = "7.8125 7.8125"
				seed = "35759"
				feature_scale = "1"
				lead-in_scale = "2"
				smallest_scale = "0.01"
				noise_octaves = "9"
				obey_smoothing_filter = "1"
				noise_stretch_XYZ = "2 1 2"
				apply_high_colour = "0"
				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 = "1"
				displacement_offset = "-0"
				displacement_roughness = "0.7"
				displacement_spike_limit = "1"
				continue_spike_limit = "1"
				adjust_coastline = "0"
				coastline_altitude = "0"
				coastline_smoothing = "30"
				noise_flavour = "5"
				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 = "1"
				lead-in_warp_amount = "0.25"
				less_warp_at_feature_scale = "1"
				allow_vertical_warp = "1"
				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 = "Hero Rock Displacement \ Surface"
				gui_use_node_pos = "1"
				gui_node_pos = "-40 90 0"
				gui_group = ""
				gui_node_size = "480 220 1"
				gui_node_colour = "0.4995000064 0.2931999862 0.1572999954"
				special_group = "0"
				global_bookmark = "0"
				>
			</group>
			<power_fractal_shader_v3
				name = "Lateral Displacement"
				gui_use_node_pos = "1"
				gui_node_pos = "-160 120 0"
				gui_group = "Hero Rock Displacement \ Surface"
				enable = "1"
				input_node = "HR Geometry (Scale \ Roundness)"
				gui_use_preview_patch_size = "1"
				gui_preview_patch_size = "7.8125 7.8125"
				seed = "56189"
				feature_scale = "1"
				lead-in_scale = "200"
				smallest_scale = "0.01"
				noise_octaves = "16"
				obey_smoothing_filter = "1"
				noise_stretch_XYZ = "2 1 2"
				apply_high_colour = "0"
				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 = "3"
				displacement_amplitude = "1"
				displacement_offset = "0"
				displacement_roughness = "0.6"
				displacement_spike_limit = "1"
				continue_spike_limit = "0"
				adjust_coastline = "0"
				coastline_altitude = "0"
				coastline_smoothing = "30"
				noise_flavour = "5"
				ridge_smoothing = "0.1"
				gully_smoothing = "0.1"
				noise_variation = "1"
				variation_method = "2"
				buoyancy_from_variation = "0.5"
				clumping_of_variation = "0.5"
				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 = "0.25"
				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>
		</surface_layer>
	</transform_input_shader>
</terragen_clip>
