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Must have tools 
Freely enable/disable each component of the brush, eg.: 
owant to influence texel size only 
owant to influence threshold only 
owant to change overlay/background texture only 
increment/decrement threshold 
optional but very useful: value falloff on brush radius 
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Per-texture params 
oblend sharpness 
odampen color on low slopes 
odampen normals on low slopes 
ocustom ones, eg.: falloff, roughness 
ograss brush (more about that later) 
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to make it as easy as possible to convert your PDF Your PDF and JPG files will be deleted from our XDoc.PDF for .NET) supports converting PDF document to JPEG
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So, feel free to convert them too with our Download and try RasterEdge.XDoc.PDF for .NET with is professional provider of document, content and
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Triplar mapping - 
No triplanar mapping for overlay texture 
For background texture sample with 
triplanar mapping 
oChoose which planes contribute ( prefer 
branching over texture fetches ) 
Tighten the blend zone as much as 
possible without introducing glitches 
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RasterEdge.XDoc.PDF.dll. C:\input.pptx"; String outputDirectory = @"C:\output\"; // Convert PowerPoint to The second is for converting PPT document to Png image
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RED - three samples YELLOW - two samples   GREEN - one sample  
Blend zone tightening 
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C# Example: Convert More than Two Type Images to example shows how to build a PDF document with three new Bitmap(Program.RootPath + "\\" 1.jpg")); images.Add
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jpg", @"C:\demo2.jpg", @"C:\demo3.jpg" }; // Construct List new Exception("Fail to construct TIFF Document"); // Step3: Other Use C# Code to Convert Png to Tiff.
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Terrain holes performance 
Solutions unavailable: 
oCan’t just render terrain with “discard” instruction inside, as it disables early-Z and hi-Z. 
oCan’t manipulate indices when using hardware tessellation 
Terrain holes - our solution 
Know that there is a hole inside a given tessellation block 
oDetermine that during vertical error clipmap update 
oCheck that during hull shader processing 
Split terrain drawcall into two drawcalls (#ifdef’d shaders) 
o1: cull tessellation block if it contains a hole 
usually covers over 99% of the terrain 
no discard instruction - hiZ on 
o2: draw tessellation block if it contains a hole 
with discard instruction 
best/closest clipmap level only 
Terrain shadows 
Terrain shadows clipmap 
●Store maximum height that’s in shadow 
●Update when streaming clipmap or changing time of day 
●Has to be tightly coupled with clipmap computations to avoid shadows shimmering 
●Allow a few huge meshes to cast terrain shadows 
Terrain shadows algorithm 
1. Lay down terrain depth - sun perspective 
2. Render to the slices of shadows clipmap 
For each texel 
At a corresponding elevation texel, calculate a full world space position (wsPos) 
For i=0 to n    // n=13 works just fine  
transform wsPos to the sun-space position 
compare z value of the sun-space position with the one fetched from pt.1 texture 
if position is occluded, increase wsPos.z by step, halve step 
if position is not occluded, decrease wsPos.z by step 
Store the last z component value in the terrain shadow map 
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