Produces step-like land forms on the slopes of hills. Used together with a Noise (as terrace’s input) and Erosion (originates from terrace's output) Generator, it can produce fine landscapes. Don’t underestimate the Terrace Generator - even if it seems that pure terrace output is not good enough looking, together with erosion it can make a terrain much more realistic and diverse.
Input - the default map to be processed by the generator.
Mask - multiplies the generator intensity by the mask map’s value. For the mask pixels that have a value of 0 the generator effect is invisible, for the pixels that have a value of 1 the intensity is unchanged.
Mask, using the example of Blur Generator:
| Source heightmap | Mask map | Masking result |
Output - stores the generator’s processing result.
Tread count: each of the terrace’s flat surfaces is called a tread. This parameter sets the number of treads - from 2 (at the top and bottom of terrain) to any reasonable number (note that making a terrace height lesser than a unit often does not make sense). This parameter affects the generator performance but since Terrace Generator is relatively fast every value below 100 will not have an appreciable influence on total the generation time.
Treads: 10, 20, 30
Uniformity: the terrace’s step’s height difference. When set to 1 all of the steps have the same height and when set to 0 the height may vary from zero to twice the uniform height.
_Uniformity: 0, 0.5, 1
Steepness: determines how inclined the step’s vertical plane(riser) is and how acute the bend between the tread and riser would be. A value of 1 will generate absolutely vertical risers with maximum tread length, while a value of 0 will set the tread’s length to zero (but that does not mean that terracing would be turned off - to make the terrace effect even less noticeable use the Intensity parameter).
Steepness: 0, 0.5, 1
Intensity: how visible the effect of the generator is, i.e. generator opacity.