Sliders

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Figure 14a | All sliders

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Figure 14b | All sliders

The slider set has been set up in categories. Most slider properties are grouped per element. Some properties are grouped into each function such as SWITCHES, COVER_ALPHA, COVER_ORIGIN, ORIGIN_LOC, COLOURS, MISC, and LAYERS.

The following section will explain each function. Element names have been left out since all these properties work the same way across all elements, though not all properties are available for all elements. For a better understanding of how these properties work watch the companion video on YouTube.

A_Cover

Alpha Cover

The amount of cover a texture within its alpha. For example, Ocean_A_Cover will affect the water level. At 0 there is no water, at 1 the entire planet is covered.

A_Distance_Offset

Alpha Distance offset

Unique to the Ice and Beach elements. Works together with the Ocean_A_Cover property. It adjusts the distance from the edge of the Ocean alpha.

A_ON

Alpha Off/ON switch

Turns the element on or off, opacity can also be set with this slider.

A_Smooth

Alpha Smooth

Smooths the edges of an alpha map

A_SubB

Alpha Subtract Bottom

Subtracts the alpha from the bottom of the previous height map. For example A_SubB on the snow element will remove snow from the lowest points of the previous height map and reveal what is below so as that mountain tops are covered in snow.

A_SubT

Alpha Subract Top

Subtract the alpha from the top of the previous height map. For example, A_SubT on the sand element will remove sand from the highest points of the previous height map and reveal what is below such as mountain tops.

Bump_Dist

Bump distance

Controls the principled bump distance (Normal map)

Bump_Str

Bump strength

Controls the principled bump strength (Normal map)

C_Element

Colour of element

A colour or range of colours associated with an element.

C_A_Background

Colour Alpha Background

When viewing any of the Map_A… Viewlayers in the settings workspace the background colour may be adjusted from black to preferred colour. Some smaller elements are easier to see with a lighter background, such as rivers and city lights.

CC_TX_Phase

Clear coat texture phase

Phase of CC textures, applies to water surfaces and ice. Good for animating over time. As with the other Phase values it has X, Y, and Z values.

CC_TX_Scale

Clear coat texture scale

Scale of CC textures, applies to water surfaces and ice.

Emission_Str

Emission strength

Controls the principled emission strength

H_Clamp_Max

Height clamp maximum

Clamps the maximum height. For example, if H_Clamp_Max is 0.5 then setting the H_Str to 0.6 will have no effect, but setting it to 0.4 will.

H_Clamp_Min

Height clamp minumum

Clamps the minumum height. For example, if H_Clamp_Min is 0.5 then setting the H_Str to 0.4 will have no effect, but setting it to 0.6 will.

H_Max

Height maximum

Compress the maximum height range

H_Min

Height minimum

Compress the minimum height range

H_Str

Height strength

The strength of an elements height over the height of a previous element. If H_Str = 0 then it will not have any influence over the bump map. If H_Str = 1 then it will override the previous height with the selected elements height.

Layer_Offset

These properties relate to the map and planet objects. It drives shapekeys to arrange layers in the stack. Useful for temporarily viewing the grid, temperature or relief maps. For the planet object, it scales layers. With the map object it moves layersup or down layers on the z^axis.

O_Cover

Origin Cover

Not to be confused with A_Cover. O_Cover determines the amount of coverage an element has in relation to its origin point. The origin point is determined by the ORIGIN_LOC sliders.

O_Offset

Origin offset

When the O_Type = 1 this property moves the origin point up or down the z^axis of the planet object and the y^axis of a map object.

O_ROT_NS

Origin Rotate North South

Move the origin of an element North (toward 1) or South (toward ^1).

O_ROT_WE

Origin Rotate West East

Move the origin of an element West (toward 1) or East (toward ^1)

O_Smooth

Origin Smooth

Smooths the edges of an origin map

O_Type

Origin Type

Changes the origin type. 0 = Point, 1 = Ring/Line

O_V_D_Inf

Origin Vector Driver Influence

The amount of influence the driver has on the origin’s vector. This influences the shape of the origin as well as texture settings such as scale and detail.

R

Roughness

Principled rougness shader, this works with the SS property.

RN_Clamp_Max

Height clamp maximum

Clamps the minumum and maximum range.

RN_Clamp_Min

Range clamp minumum

Clamps the minumum and maximum range.

RN_Min

Range minumum

Compress the minumum range.

RN_Min

Range maximum

Compress the minumum range.

SS

Specularity

Principled specularity shader, this works together with roughness.

Transmission

Transmission

Controls the principled transmission, Good for adding transparency to water and clouds.

TX_Cities_Size

Texture cities size

This affects the Lights element only, lower values will have less cities and higher values will have more cities. Also, higher and lower values will make the cities larger and smaller respectively.

TX_Detail

Texture detail

The amount of detail a texture has, this works together with the TX_Roughness property.

TX_Distortion

Texture distortion

Distorts a texture.

TX_Lights_Density

Texture lights density

Controls how dense city and town lights appear within their borders.

TX_O_Inf

Texture Origin Influence

The amount of influence the origin has over the texture of an element. This influences texture settings such as scale and detail.

TX_O_Inf_Max

Origin influence maximum

Compress the maximum range of the origin’s influence over a texture. This works together with TX_Scale_Max.

TX_O_Inf_Min

Origin influence minimum.

Compress the minimum range of the origin’s influence over a texture. This works together with TX_Scale_Min.

TX_Phase

Texture phase

Moves a texture on either the X, Y, or Z axis. Useful for animating elements. For example animating movement of water surfaces or simulating wind etc.

TX_Randomise

Randomise texture

Moves the texture of an element through the 4th dimension. This gives variety and randomness.

TX_Roads_Width

Texture roads width

This affects the Lights element only, lower values will have less roads and higher values will have more roads cross sectioning with towns and cities. Also, higher and lower values will make the roads thinner and wider respectively.

TX_Roughness

Texture roughness

This works together with the TX_Detail property to produce extra detail by adding an extra layer of noise on the detail property.

TX_Scale

Scale texture

TX_Scale scales the size of textures, larger values produce smaller textures.

TX_Scale_Max

Texture scale maximum

Works with the TX_0_Inf_Max property. Scales textures within it’s range.

TX_Scale_Min

Texture scale minimum

Works with the TX_0_Inf_Min property. Scales textures within it’s range.

TX_Scale_Multiplier

Texture scale multiplier

Multiplies the texture scale for both the min and max ranges when TX_0_Inf = 1. If TX_0_Inf = 0 then it multiplies the minimum scale with this value.

TX_Towns_Size

Texture cities size

This affects the Lights element only, lower values will have less towns and higher values will have more towns. Also, higher and lower values will make the towns smaller and larger respectively.

TX_Underground

Texture underground

This applies to the Rivers element only. It creates an interference pattern that makes random areas of rivers dissapear as if they are underground.

TX_Underground_Scale

Texture underground size

This applies to the Rivers element only. It scales the interference pattern to make the gaps smaller or larger, and more or less respectively.