The documentation is being updated. There may be incomplete sections.
Post Process Stack
The Post Process options sit right under the Properties and provide quick access to common functions. Using the Post Process Stack allows you to skip having to create common adjustment nodes, which reduces the clutter in your graph and increases efficiency.
Post processing options offer other choices. These are individual options which you can turn ON/OFF per your requirements. Turning ON a particular option, e.g. Bias-Gain, will show the sliders Bias and Gain. Not all effects are shown in the quick access toolbar. To access all the other effects, you can use the
... menu next to the toolbar.
|Autolevel||Automatically levels the terrain where the heights are proportionately distributed between the highest and lowest. See AutoLevel.|
|Equalize||Equalizes the terrain where the heights are linearly distributed between the highest and lowest. See AutoLevel.|
|Log||Applies logarithmic scaling that bulks up the terrain. See AutoLevel.|
|Invert||Inverts the terrain.|
|Bias-Gain||Bias-Gain, or more commonly seen in image editing as Brightness-Contrast, is a basic adjustment used to control a terrain's height and shape. See BiasGain.|
|Clamp||The terrain is proportionally reduced in height. See Clamp.|
|Clip||The terrain is clipped beyond the extents provided. See Clamp.|
|Displace||Distort the terrain using built-in noise. See Displace.|
|Shaper||Bulk up or bulk down the output. See Shaper.|
|Max||Selects the higher of the two inputs. See Combine.|
|Min||Selects the lower of the two inputs. See Combine.|
|Diff||Creates the difference of the two inputs. See Combine.|
|Influence||Blend between the original/unprocessed and processed versions. See Combine.|
The Influence slider is a very simple yet powerful tool for layering effects. It blends the output back with the input, allowing you to manage the influence of the current node.
// TODO: Image
Here is an example: a heavily-eroded terrain goes through Recurve, where the Influence is set to
0.5. This yields a more realistic looking output of Recurve, while still being able to use strong values in Recurve to create long striations.