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Composite Extractor

The composite weightmap extractor creates complex weightmaps that are the sum of up to three extractors and two combiners, plus a gaussian blur smooth.
The easy way to think about the composite weightmap extractor is to consider its basic building block functionality, such as creating a weightmap that is all steep slopes but only for high altitudes.

The three extractors can be any of the standard extractors: Altitude, Concavity, Convexity, Direction, Flowline, High Frequency, Low Frequency, Slope, and Steep.
The two combiners can be any of 27 algorithms including: Add, Subtract, Max, Min, Dodge, Burn, and many others.

The left section of the dialog is a standard weightmap preview area.
The right section of the dialog is essentially a basic network graph showing the connections between the three extractor nodes, two combiner nodes, smooth node, and file output node.
On the right section below the network graph is the properties for each network node.

A basic walk-through for creating a simple and typical composite weightmap would be:
1. Create a terrain heightmap in the editor, then select the Composite Weightmap Extractor.
2. Set Extractor A to type Altitude, set the Altitude properties to Low:50 and High:100, click on the Build button to see the result.
3. Set Extractor B to type Slope, set the Slope properties to Minimum:45 and Maximum:90, click on the Build button to see the result.
4. Set Combiner A to type Subtractive, click on the 100 button above the Combiner to set the Combiner strength to 100, click on the Build button to see the result.
The resulting composite weightmap will be altitudes between 50 and 100 but only on steep slopes from 45 degrees to 90 degrees.
Click on each Extractor and Combiner to view its individual weightmap mask in the preview control.
If you wish to add blur smoothing to the final result:
1. Click on the Smooth node and set its properties to 9×9 Size and 100 Strength, click on the Build button to see the result.
Click on each node to see its individual weightmap mask in the preview control.
Extractors with a type of None will show as black, and Combiners with a type of None are simply a pass-through of the previous node information.

Even more complex weightmaps can be created by utilizing all three Extractor nodes and both Combiner nodes.
Typical complex weightmaps used for video game engine layers would include:
– low altitudes and low slopes for under-water silt.
– medium altitudes and low slopes for grass.
– high altitudes and low slopes for snow.
– low altitudes and steep slopes for under-water rock.
– medium altitudes and steep slopes for dirt.
– high altitudes and steep slopes for mountain face rock.