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The <b><overlay_density></b> determines how much overlay objects there will be (technically, it's a bias for the Perlin noise) - a high density will give a nearly closed layer, a low density instead only a few objects far and between. Finally, the <b><overlay_scale></b> is a parameter used to stretch the noise pattern horizontally. By default, the pattern is around 1-2 m scale, setting the parameter e.g. to 5 will stretch this horizontally to 5-10 m (while leaving the vertical height constant). | The <b><overlay_density></b> determines how much overlay objects there will be (technically, it's a bias for the Perlin noise) - a high density will give a nearly closed layer, a low density instead only a few objects far and between. Finally, the <b><overlay_scale></b> is a parameter used to stretch the noise pattern horizontally. By default, the pattern is around 1-2 m scale, setting the parameter e.g. to 5 will stretch this horizontally to 5-10 m (while leaving the vertical height constant). | ||
The overlay layer is fully interfaced with pixel-post-processing (see below). It is automatically submerged in snow based on altitude information and the simulated snow level, but the shader can not know whether a structure is supposed to be rock or vegetation, thus to participate in autumn coloring, the <b><overlay_autumn_flag></b> needs to be set. | |||
A nice shading effect bringing out the 3d structure better (a cheap version of ambient occlusion basically) can be achieved by setting <b><overlay_brightness_top></b> and <b><overlay_brightness_bottom></b> to different values (these are multiplies for the base texture color). What the best values should be really depends on the texture that is used. | |||
The secondary layer shares most properties with the primary layer. It needs to be activated using <b><overlay_secondary_flag></b> and it is possible to give it a different apparent hardness and density using <b><overlay_secondary_hardness></b> and <b><overlay_secondary_density></b>. Since the secondary layer utilizes <i> the same</i> Perlin noise generated for the primary layer, the two layers can not generate overlapping structures by constructions (thus, no 'bush' and merge with a 'rock'). That also means that a secondary layer with texture and parameters identical to the primary layer can be declared to generate an extra-dense layer. Generally though secondary layers should be used with care. | |||
=== Pixel color postprocessing === | === Pixel color postprocessing === |
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