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Parameters

tarTG edited this page Dec 20, 2016 · 4 revisions

Rock

therm_factor

This value defines, how strong the thermal erosion is. If the value is zero, no erosion is applied.

min_therm_factor

This value defines the minimal height difference between two height, where thermal erosion is applied. This can be used, to avoid thermal erosion on small height changes.

This value defines the maximal height difference between two height, where thermal erosion is applied. This can be used, to avoid thermal erosion on huge height changes like cliffs.

Soil

erodeFactor

This value defines, how strong the Water erosion is. If the value is zero, no erosion is applied.

soilDiffuseFactor

This value defines, how much soil is sliding downwards. Here you can control, how your rivers will look like. If the value is low, rivers will be thinner.

Water

rain

This value defines, how much now water will be generated, if the moist-value is high enough.

evaporate

This value defines, how much water will be removed, if the temperature is high enough. Be aware, that a high evaporation value, can cause, that the water melting from mountains wont reach far inside the land.

seaLevel

General sea level. Water value will never be smaller than this value. If you lower the sea level and want to see the effect immediately, you have to reset the water simulation

Temperature

latFactor

This value defines, how strong the solar irradiation is. A high value will cause a warmer world, a smaller value will cause a cold world.

sunAngle

Defines the solar irradiation angle. A positive value will move the irradiation upwards, a negativ value will move it downwards.

heigthCooldown

This value defines, at which height a additional cool down will be simulated.

rotationSpeed

This value defines, how fast the night shadow will move. if the value is zero, it will stay on its place. This way you can simulate sun syncronous plates.

DayNightFactor

This value defines the temperature of the night shadow.

Moist

waterAddFactor

This value defines, how much moist is generated above water. If the value is zero, no moist is generated.

landRemvoeFactor

This value defines an additional moist remove over land.

Wind

distortionFactor

This value defines, how strong the distortion is applied into the wind speed. If it is zero, no distortion is applied. If it is negative, the value is inverted.

globalWindFactor

This value defines, how strong the global winds are applied into the wind speed. If it is zero, no global winds are applied. If it is negative, the value is inverted.

localPressureFactor

This value defines, how strong the local pressure is applied into the wind speed. If it is zero, no local pressure is applied. If it is negative, the value is inverted.

windspeed

This value defines, how fast the distortion texture is moved.

windNoiseRoughness

This value defines the roughness of the distortion texture if a new one is generated.

windNoiseTurbulence

This value defines the turbulence of the distortion texture if a new one is generated.

New Distortion

Generate a new distortion texture. This will halt the simulation for a short time until the new texture is generated.

Ice

iceTemperature

This value defines, at which temperature ice is generated. If the value is -1, no ice will be generated.

Tectonic

Noise Roughness

Defines the Roughness of the landscape, if a new one is generated.

SeaLevel

Defines the sea level, if a new world is generated. If the value is 0, no ocean will be present. If the value is 1, no land will be present.

max Plates

Maximum of tectonic plates, if a new tectonic is generated.

folding Ration

Percent of overlapping crust that is folded during active plate tectonic.

Aggr Overlap Rel

percentage of overlapping area -> aggregation.

Aggr Overlap Abs

number of overlapping pixels -> aggregation.