Thanks. I appreciate the compliment.
Quick questions regarding the genesis of the map:
Did you guys use much in the way of that tilted strata effect I saw posts about on the world machine forum? Also did you do much terracing in the Ephel Duath or Ered Lithui? Just thinking about how to fine-tune the erosion.
Also I'm having a bit of trouble with the Morgul Vale and the Cirith Ungil road; the pass that's marked on the big geographic map (the one with the nice labeling) doesn't seem to be the best way down the valley; but the valley turns south pretty steeply, coming out pretty close to the southern end of Perth Ulmyn. Was thinking of altering that area a bit more.
Also I've pulled off some fun work, built a handy little macro to show me the changes I'm applying and build up a composite bitmap overlay. Makes placing ash a *hell* of a lot easier because it updates in real time. Refined ash plume:
Red is erosion specific to Orodruin, blue is general erosion, green is ash, cyan (almost impossible to see) is a light erosion pass over just the ash deposits.
I'm getting the ash mask with a combination of a lightmap generator an angle selector and a layout mask. A lightmap is generated; it lays down a basic mask based on the shape of the terrain. You can use it to make just about any base mask, using different levels of lighting to highlight certain areas. It's like a way-more-advanced angle selector. Then it goes through a noise generator to random it up a bit, then into the snow device as an intensity mask. The snow is then masked with an angle selector which is in turn masked by the layout generator. It's like having a spraygun for ash.
I'm going to be building a bunch of texturing macros over the next few days. That preview-changes overlay is basically the mechanism I'm going to use to generate masks and layer them together. I'll basically be able to airbrush my textures onto the mountains.
