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.