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On this page
  • Overview
  • Video Guide
  • Available Landscape Layers
  • Alpine
  • Canyon
  • Cliff
  • Cracks
  • Crater
  • Crater Field
  • Dunes
  • Furrows
  • Island
  • Mountain 1
  • Mountain 2
  • Noise
  • Single Crack
  • Volcano

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  1. REFERENCE
  2. Terrain
  3. Shape Layers

Landscape

Last updated 4 months ago

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Overview

Landscape Layers provide the ability to add controlled procedural landscapes quickly to your terrain. Depending on the landscape type they offer various forms of customization.

Video Guide

Available Landscape Layers

At the moment the following Landscape Layers types are available. Future updates might include new types, if you require specific shapes let us know on the discord server.

Alpine

A large alpine landscape with valleys and peaks.

  • Valleys Controls the width of the valleys and subsequently shrinks peaks on higher values.

Canyon

A large scale canyon structure with options for riverbed and valley customization. Design wise it is best adjusted from the bottom up, so river, river bank, terraces and mountain as the last step.

Shape

  • Inner/Outer Scale Flattens either the right or left side of the rivers surrounding mountains.

Rivers

  • River Range Controls the width of the river.

  • River Depth Controls the depth of the river.

Bank

  • Bank Range Controls the width of the bank area.

  • Bank Height Adjusts the height of the bank area.

  • Bank Curvature Controls the curvature of the river bank.

Terrace

  • Layers Range Controls the width of the terrace area.

  • Layers Height Scales the height of the terrace area.

  • Layers How many terraces will be formed in the terrace area.

  • Random Widths Randomizes the width of the terraces.

  • Terrace Slant Shifts the angles of the terraces.

  • Wall Angle Shifts the angle of the terrace walls.

Mountain

  • Mountain Height Sets the height of the mountain.

  • Mountain Steepness Adjusts the slope of the mountain.

Cliff

A single cliff with options for steepness and additional noise.

  • Steepness Controls the steepness of the cliff.

  • Distortion Adds distortion to the cliff.

  • Distortion Scale Adjusts the scale of the noise used for distortion.

  • Noise Adds additional noise in the lower and upper flat areas.

  • Noise Scale Scales the additional noise.

Cracks

A cracked surface with various controls for crack customization.

  • Depth Controls the height of the cracks.

  • Width Controls the width of the cracks.

  • Smoothness Angles the cracks into the cells.

  • Protect Width Creates a flat gap on top of the smoothed area is enabled. If disabled the smoothing will start right in the center of the cracks.

  • Center Shift Offsets the center of the cells upwards or downwards.

  • Center Mode Controls the way in which the center is shifted.

  • Random Height Randomizes the height of the cells.

Crater

A single crater with control over falloff curve, depth and rim details.

Crater

  • Radius The radius of the crater.

  • Depth Adjusts the depth of the crater.

  • Inner Falloff Smooths the inside falloff of the crater.

  • Height Adjusts the rim height.

  • Outer Falloff Smooths the outside falloff of the crater.

Noise

  • Additive Noise Adds additional noise to the terrain.

  • Distortion Distorts the crater.

  • Scale Scales the noise used for additive noise and distortion.

Crater Field

Several scattered craters, that can be randomized, scaled and distorted.

  • Density Controls the density of craters over the terrain.

  • Rim Height Adjusts the rim height of the craters.

  • Crater Falloff Adjusts the outer falloff of the craters.

  • Crater Depth Controls the depth of the craters.

  • Size Controls the min and max size of possible craters.

  • Size Distribution Adjusts the amount of small vs large craters (references the Size parameters).

  • Smaller Size Reduction Reduces the amount of smaller craters to create a more realistic distribution.

Dunes

A large scale desert with options for distortion and dune shaping.

  • Edge Smoothness Smooths out the dune edges.

  • Distortion Distorts the dunes.

  • Distortion Scale The scale of the distortion noise.

Furrows

A pattern of parallel ditches, that can be used for hills or mountain chains.

  • Irregularity Lower values will create a parallel noise, higher values a more randomized, less repetitive pattern.

Island

Creates a highly adjustable island shape with a surrounding ocean. Similar to the canyon it operates in a bottom up logic, meaning beach comes first, followed by forest and then mountain. So adjusting it in a bottom up way is advised.

Island

  • Island Size Adjusts the size of the island.

  • Terrain Scale Scales the features of the terrain (e.g. mountains).

Ocean

  • Ocean Noise Adds additional cell shaped noise to the ocean area.

  • Ocean Depth Controls the depth of the ocean.

Beach

  • Beach Range Adjusts the size of the beach area.

  • Beach Height Changes the height scale of the beach.

Forrest

  • Forest Range Adjusts the size of the forest area.

  • Forest Height Changes the height scale of the forest.

Mountain

  • Mountain Height Adjusts the height of the mountain.

Mountain 1

A simple mountain shape with one singular peak.

  • Roughness Adds smaller scale noise into the mix, leading to a rougher result.

  • Peaks Increases the strength of sharp peaks.

Mountain 2

A simple singular mountain shape, that offers multiple differing styles of mountain compared to Mountain 1.

  • Style Swaps between several different styles of mountain shapes.

  • Scale Scales the base noise used for the mountain.

  • Roughness Scales the detail noise used for the mountain, resulting in a rougher result.

Noise

Offers a full scale noise generator with various advanced noise types, fractal options like fbm and domain warping.

Single Crack

A singular crack, with several customization options.

Crack

  • Depth Controls the depth of the crack.

  • Length Adjusts the length of the crack.

  • Width Adjusts the width of the crack.

  • Shrink Shrinks the ends of the crack to create a pointier result.

  • Smoothness Smooths the vertical edge of the crack.

Noise

  • Inside Noise Adds noise on the bottom of the crack.

  • Outside Noise Adds noise outside of the crack.

  • Small Strength Applies a small uv scaled noise distortion to the shape.

  • Large Strength Applies a large uv scaled noise distortion to the shape.

  • Noise Scale Controls the scale of the noises.

Iterations

  • Amount Spawns several cracks.

  • Random Rotation Randomizes the rotation for each crack.

  • Random Width Randomizes the width for each crack.

  • Random Length Randomizes the length for each crack.

Volcano

A cone like volcano with a crater at the top.

Volcano

  • Mountain Radius Adjusts the volcanos size.

  • Mountain Falloff Controls the slope of the volcano.

  • Roughness Increases the noisiness of the volcano.

  • Peaks Extrapolates the height, creating more peaks.

  • Outside Noise Adds additive noise.

  • Noise Scale Scale the outside noise.

Crater

  • Crater Radius Controls the size of the crater.

  • Crater Depth Controls the depth of the crater.

  • Crater Falloff Controls the slope of the crater.

  • Micro Distortion Adds distortion to the crater.

  • Inside Noise Scales the distortion noise.

Since the parameters of the noise is exactly equal for the noise landscape layer, filters and distributions we have compiled them in a clean list in .

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