terrain
Create a ground mesh from a noise height map for outdoor levels; same seed yields same terrain.
Instructions
Make a ground mesh from a noise height map, for outdoor levels. Same seed, same ground.
size is [width along X, depth along Y] and resolution the grid step, in metres (0.5 looks low-poly). Over
160000 vertices is an error: raise resolution.
height is the full range above the z of the object. scale is the size of the biggest hills in metres;
octaves adds finer bumps. at is the world position of the centre and the origin.
edge_falloff 0-1 makes an island: the share of the half size at the border where the ground sinks to zero.
flat_center is the radius of a level circle in the middle (for a building); it blends out over half that
radius. plateau_levels (2 or more) makes terraces of equal height.
The bottom is open. skirt (a world z below the lowest border point) adds walls down to that z and a flat
bottom: a closed block. Faces are flat shaded unless smooth=true. Returns the vertex count and height range.
Then use path_carve for roads and scatter for rocks and trees.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| at | No | ||
| name | Yes | ||
| seed | No | ||
| size | No | ||
| scale | No | ||
| skirt | No | ||
| height | No | ||
| smooth | No | ||
| octaves | No | ||
| resolution | No | ||
| flat_center | No | ||
| edge_falloff | No | ||
| plateau_levels | No |