Hi guys, apologies if this question has been asked beforehand, but I've been trying to wrap my head around how to accomplish this:
- I have a terrain/heightfield .ter file I generated using WorldMachine
- I have also exported additional maps I generated in WorldMachine from that same heightmap:
- erosion flow map
- snow coverage map
- various height-clamped maps for different elevations (i.e. grasslands vs mountains).
Now, what I want to do is import the heightfield into Terragen and apply surface shaders those additional maps to that specific terrain only, and do a distribution/coverage map for each surface shader using those additional maps (i.e. a snow surface shader with distribution using only the snow coverage map).
I've used surface shaders on a global level within Terragen 3 (like on power/alpine fractals that cover the entire world), and I've done the usual procedural maps for distribution, and the altitude/slope constraints for surface distribution. All of that is pretty familiar to me, but those distribution/constraints happen on a global level with my entire planet's terrain, and I just want to be able to localize the effects.
So basically, what I'm wondering is how can I achieve the same effect on a
local level. I.e. only to apply surface shaders and distribution to the imported heightfield?
Any insight into this would be greatly appreciated! In the mean time, I'll keep on searching around to see if I can find out how to do it on my own.