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Heightfield Terrace

fields/heightfield-terrace·v1.5.1
IN:1  OUT:1

Heightfield Terrace quantizes a layer of a height field into steps of Step Size, shifted by Step Offset. Smooth Edges sets how much of each step is taken by its riser, from vertical cliffs to a gentle wave, and Fade blends back toward the original.

Limit to Range terraces only between two values, and the falloff restricts the effect to selected areas. Mesa Layer and Cliff Layer write falloffs of the flat treads and the risers, ready for texturing or scattering with other POPX operators.

PAGETerrace
LayerLayerThe layer to terrace.
Step SizeStepsizeThe height of one step in world units.
Step OffsetStepoffsetShifts the steps up or down, in world units.
Smooth EdgesSmoothThe part of each step taken by its riser: 0 gives vertical cliffs, 1 a gentle wave.
FadeFadeBlends back toward the original layer. 0 gives full terraces, 1 has no effect.
Limit to RangeLimitrangeTerraces only the values between Minimum and Maximum.
MinimumRangeminThe lowest value terraced.
MaximumRangemaxThe highest value terraced.
Mesa LayerMesalayerWhen set, writes 1 on the flat treads of the terraces into this layer (a falloff).
Cliff LayerClifflayerWhen set, writes 1 on the risers of the terraces into this layer (a falloff).
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
Invert FalloffInvertfalloffUses one minus the falloff attribute.
Falloff StrengthFalloffstrengthScales the effect of the falloff attribute.
Border ValueBordervalueThe height read outside the height field when Border is Constant.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Heightfield
Output 0 POP - Heightfield