Create terrain
create_terrainCreate a procedural heightmap terrain with animated noise displacement, elevation color ramp, water plane, and fog. Outputs a 2.5D landscape with exposed controls.
Instructions
Build a procedural heightmap landscape: an animated Noise TOP height field displaces a subdivided Grid SOP along Z in a GLSL vertex-displacement MAT (real 2.5D geometry, elevation-shaded from a low→high colour ramp), lit by a key Light, framed by a raised angled Camera, and rendered. Optionally adds a flat translucent water plane at water_level and a camera-distance fog fade into the sky/background colour. Distinct from create_visual_system's 'terrain' keyword (which only maps to a noise_landscape recipe) — this is a dedicated, fully parameterized terrain pipeline with its own displacement material, water, and fog. Creates a new baseCOMP under parent_path. Exposes Height, Drift, WaterLevel, and Zoom controls. Returns a summary plus a JSON block with the container path, created node paths, output path, exposed controls, node errors, warnings, and an inline preview image.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| fog | No | Fade the far terrain into `background` by camera distance (volumetric-ish haze). | |
| drift | No | Scroll speed of the noise height field along Z per second so the landscape slowly evolves. 0 = static terrain. Reads 0 when the TD timeline is paused. | |
| water | No | Add a flat translucent water plane at `water_level` cutting through the terrain. | |
| height | No | Displacement amount along Z: how far bright pixels push the surface up. 0 = flat. | |
| low_color | No | Colour of the valleys / lowest elevation (RGB 0..1). | |
| background | No | Sky / background + fog colour (RGB 0..1). | |
| high_color | No | Colour of the peaks / highest elevation (RGB 0..1). | |
| parent_path | No | Parent network where the terrain container is created (default '/project1'). | /project1 |
| water_color | No | Water plane colour (RGB 0..1). Rendered semi-transparent. | |
| water_level | No | Z elevation of the water plane, in the same units as `height`. | |
| noise_period | No | Noise TOP period — larger = broader, smoother hills; smaller = tighter, rockier. | |
| subdivisions | No | Grid resolution (rows = cols). Higher = finer relief and smoother displacement, but more vertices to push. 160 gives a 160×160 plane. | |
| expose_controls | No | When true (default), expose live Height / Drift / WaterLevel / Zoom controls. |