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       <dc:date>2026-04-23T10:26:52+00:00</dc:date>
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        <title>cpu-hogging</title>
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        <description>Wilbur CPU Hogging

PMC Editing Wiki: Tools, Wilbur

2020-11-21

Yesterday when I was using Wilbur v1.89 64bit and painting rivers, there was a lot of stutter well more like freezes while CPU maxed out 100% usage. It was pretty much unusable like this.

Then I restored the previous version I think 1.86 and it worked just fine.</description>
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        <title>erosion-tutorial</title>
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        <description>Wilbur Erosion Tutorial

PMC Editing Wiki: Tools, Wilbur

HOWTO generate erosion to your heightmap.

	*  Filter -&gt; Noise -&gt; Fractal Noise, ridged multifractal, operation: replace, H: 1, amplitude: 1, lacunarity: 1.9, displacement: -10, octaves: 7, XY scale: 2 and other box 2, offset: 1, XY origin: -10 and other box -10, fgain: 2, seed: click random button</description>
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        <title>fluvial-erosion-tutorial</title>
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        <description>Wilbur Fluvial Erosion

PMC Editing Wiki: Tools, Wilbur

Tutorial HOWTO create fluvial erosion heightmap.

Wilbur sports a fluvial erosion model in addition to the incise flow operation. Incise flow requires a connected drainage system for best effect. The fluvial erosion system works either way. Wilbur uses a fluvial erosion model based on the precipitin or waterbot models. It randomly drops an agent onto the surface and that agent travels downhill, moving altitude from the higher cell to the l…</description>
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        <title>heightmap-crazy-elevations</title>
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        <description>Wilbur Heightmap Crazy Elevations

PMC Editing Wiki: Tools, Wilbur

This was written for mostly ArmA 3 heightmap&#039;s in mind.

2020-11-21

When you paint terrain elevations I usually start by terrain “island” outlines, perhaps its landlocked and goes all the way to the edges but in any case I start by placing down bare low level elevations 6m or above.</description>
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        <title>heightmap-noise</title>
        <link>https://pmc.editing.wiki/doku.php?id=wilbur:heightmap-noise&amp;rev=1656178422&amp;do=diff</link>
        <description>Wilbur Heightmap Noise

PMC Editing Wiki: Tools, Wilbur

2018-04-03

Percentage noise.

Filter -&gt; Noise -&gt; Percentage Noise, 5% (but 5% is very very rough, too rough! suggest you try smaller values or add some blur later).

Just apply noise to the whole heightmap, smooth out roads with</description>
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        <dc:date>2022-06-25T13:23:23+00:00</dc:date>
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        <description>Wilbur Incise Flow Erosion

PMC Editing Wiki: Tools, Wilbur

Tutorial HOWTO create incise flow erosion heightmap with Wilbur.

Filter -&gt; Erosion -&gt; Incise Flow, use values for first pass:

blur 2

amount 3.5

flow exponent 0.35

effect blend 0.25

Second pass:

blur 0.5

amount 2</description>
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        <dc:date>2022-06-25T13:28:48+00:00</dc:date>
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        <description>Wilbur Resample To Higher Resolution

PMC Editing Wiki: Tools, Wilbur

Want more detail in your heightmap? Resample the surface. Surface -&gt; Resample -&gt; Simple

Please note that this will increase the heightmap grid points so to speak, it will not miraculously take your heightmap and</description>
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        <dc:date>2022-06-25T16:53:29+00:00</dc:date>
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        <description>Wilbur Save File Format

PMC Editing Wiki: Tools, Wilbur

2022-06-25T13:03:00Z

When you save heightmap elevations use HFZ file format. Do not use any of the grayscale texture whatever nonsense it offers, use HFZ, L3DT can also read HFZ.

Every time you save you need to select HFZ, Wilbur does not remember your previous save history, annoying.</description>
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        <dc:date>2022-06-25T13:32:43+00:00</dc:date>
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        <description>Wilbur Save Lon/Lat Text Mesh .txt

PMC Editing Wiki: Tools, Wilbur

These are the options to use when saving ArmA 2 Visitor 3 or ArmA 3 Terrain Builder readable lat/lon elevation text file.

Choose save as and select “Lon/Lat Text Mesh (*.txt)” file format. Then use Set to pixel, 0 decimal places, then if you like set output bounds min/max to elevations like -60 and 800 etc. Output bounds are minimum and maximum elevation or altitude your terrain will have.</description>
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