WILBUR: Part 1
Eroding the Planet

Open Wilbur and choose File >> Open >> then select filetype=.mdr and navigate to the file that was saved out from Fractal Terrains. I like to re-save the file right away adding "_eroded" to the name so I will have a copy of the original, just in case.

Don't be alarmed if the file opens upside-down. Flip it vertically so that our output maps for use in Photoshop won't have to be flipped and the lighting will also be coming from the preferred direction in the upper-left in those images.
Edit >> Flip Vertically

If you wish to keep the same high and low elevations as set up in FT you would want to make a not of the high and low elevations now by looking under Surface >> Map Info. This will allow you to later justify the heights using Wilbur's mathematical Filters. As much of Israh will be ice covered I am not too concerned with this.

IMPORTANT: When indicating an altitude range to select in Wilbur, I have truncated the menu path for convenience. Therefore, Select >> From Terrain >> Height Range >> -500 to 2000,
will instead read as; Select >> -500 to 2000

Before I get started on erosion, I'm going to raise the sea level again. Technically, it's lowering the land.
Filter >> Mathematical >> Surface Offset >> -2000

Again, the purpose of this is so that the erosion applied will emulate a more recently exposed continental shelf with less signs of wind and rain erosion and instead will bear signs of its past as the sea-floor.

Using some extra precipitation erosion underwater, you'll give some deeply eroded drainage trenches to the continental shelf to be later exposed by the lower sea.
Precipitation Erosion: -500 to Lowest, Feather 2, Filter >> Erosion >> Precipitation Erosion >> 0.25 & 2x

...these are the only two precipitation settings I will refer to in this tutorial

Precipitation Erosion: -1500 to -50000(or lowest), Feather 2, Filter >> Erosion >> Precipitation Erosion >> 0.25 & 2x

Load a set of hypsometric tints that I created for Wilbur. They are labeled "israh_Wilbur_land" and "israh_Wilbur_water" and will be in the israh_extras.zip.

Texture >> Shader Setup >> Altitude (a tab); Land; Color List (a button); Load (a button).
Now navigate to the unzipped israh_land file, choose it and then click "OK". Now d
Do the same for sea and click "OK" closing the Shader Setup panel.




Fill Basins, Select all, Filter >> Fill >> Fill Basins >> Default
Precipitation Erosion: -300 to -50000 (or lowest), Feather 1, 0.25 & 2x

Precipitation Erosion: -1000 to 2000, Feather 2, 0.25 & 3x

Incise Flow in Wilbur has 3 blur settings to Fractal Terrains 1, which gives a bit more control for better detail. Though Incise Flow doesn't directly erode below sea level, I tend to select a bit of the shallows when eroding low altitudes to avoid losing any of my waterline when I Feather the selection.

Incise Flow: -500 to 2000, Feather 2, 2 / 0.4 / 0.8 / 2 / 3 / 4

Incise Flow: 1000 to 500000 (or highest), Feather 2, 1.5 / 0.4 / 0.8 / 1 / 2/ 0


Incise Flow: 500 to 50000, Feather 1, 1 / 0.35 / 0.8 / 0.5 / 0.1 / 0

Incise Flow: 2500 to 50000, Feather 1, 1 / 0.35 / 0.8 / 0.5 / 0.1 / 0

Incise Flow: 300 to 1500, Feather 1, 1 / 0.4 / 0.9 / 2 / 1 / 0


Fill Basins: Select all, Filter >> Fill >> Fill Basins >> Default
Select Flat Areas: Select >> From Terrain >> Flat Areas >> Default >> Feather 0.5
Add Noise: Filter >> Noise >> Percentage Noise >> 15%
Fill Basins: Select all, Filter >> Fill >> Fill Basins >> Default
Precipitation Erosion: -500 to 2300, Feather 1, 0.1 & 1x
Precipitation Erosion: -200 to 1000, Feather 1, 0.2 & 1x
Fill Basins: Select All, Filter >> Fill >> Fill Basins >> Default

Now it's time to raise the land and expose the continental shelf.
Filter >> Mathematical >> Offset(Add) >> 2000

If you look around the planet you will probably notice some large basins with no body of water at the bottom due to the lowered sea level. Before you fill the basins, decide it you would like to keep any of these basins for planet character. In order to do this, Select those basins you want, roughly by their watershed, and invert that selection. You will want to save this selection as well for one more use.

Select >> Save Selection

Select >> Select Inverse

Now, using our selection you fill the basins and add some Noise to our new plains;
Select >> Feather >> 1
Fill Basins: Select all, Filter >> Fill >> Fill Basins >> Default
Select Flat Areas: Select >> From Terrain >> Flat Areas >> Default, Feather 0.5
Add Noise: Filter >> Noise >> Percentage Noise >> 10%
Fill Basins: Select all, Filter >> Fill >> Fill Basins >> Default

filled basins:

Save your file as that will do it for erosion on this harsh little planet, although there will be some detail work to do later for our regional view of Central Israh. Now you will output the maps you will be using in Photoshop. These can all be found in the top portion of the Texture menu or the Other Maps portion of that same menu. I've put the names that I will refer to them as later in parentheses.

River flow is the only one that should be output multiple times at different settings. This will allow us to simulate river size using opacities and layers in Photoshop. The settings for "small" "medium" and "large" rivers will vary From Terrain to terrain so refer to the graphic for a general idea. For this map you will just output small and large choosing white as the color of the rivers and black as the background.

Output the following .png texture maps:

Important

You can load the white color scheme for sea and land rather than use the grayscale lighted shader. This creates better contrast in the terrain and overall, a lighter image. A copy of this color scheme is in the Israh Extras folder.

grayscale lighted (white_shader)
grayscale slope shader (slope)
Wilbur shader (hypsometric)
sea mask (Wilbur_mask)
river flow (rivers_small, rivers_large)

small or tributary river setting that worked on my terrain

large or main river setting that i used

When saving graphics out from Wilbur, be sure to choose PNG Texture each time you save. It's also a good idea to save all graphics pertaining to the planet map into a separate folder than the regional graphics which you will be creating.

Last but not least you'll flip the image back to its original state;
Select >> Deselect
Edit >> Flip Vertically

Save your file and close the program.

Proceed to Fractal Terrains Part 2 >>

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