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Landscape

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

World Creator 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.

base shape
with materials
final terrain
Property
Description

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.

base shape
with materials
final terrain

Shape

Property
Description

Inner/Outer Scale

Flattens either the right or left side of the rivers surrounding mountains.

Rivers

Property
Description

River Range

Controls the width of the river.

River Depth

Controls the depth of the river.

Bank

Property
Description

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

Property
Description

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

Property
Description

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.

base shape
with materials
final terrain

Property
Description

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.

base shape
with materials
final terrain
Property
Description

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.

base shape
with materials
final terrain

Crater

Property
Description

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

Property
Description

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.

base shape
with materials
final terrain
Property
Description

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.

base shape
with materials
final terrain
Property
Description

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.

base shape
with materials
final terrain
Property
Description

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.

base shape
with materials
final terrain

Island

Property
Description

Island Size

Adjusts the size of the island.

Terrain Scale

Scales the features of the terrain (e.g. mountains).

Ocean

Property
Description

Ocean Noise

Adds additional cell shaped noise to the ocean area.

Ocean Depth

Controls the depth of the ocean.

Beach

Property
Description

Beach Range

Adjusts the size of the beach area.

Beach Height

Changes the height scale of the beach.

Forrest

Property
Description

Forest Range

Adjusts the size of the forest area.

Forest Height

Changes the height scale of the forest.

Mountain

Property
Description

Mountain Height

Adjusts the height of the mountain.

Mountain 1

A simple mountain shape with one singular peak.

base shape
with materials
final terrain
Property
Description

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.

base shape
with materials
final terrain
Property
Description

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.

base shape
with materials
final terrain

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 this article.

Single Crack

A singular crack, with several customization options.

base shape
with materials
final terrain

Crack

Property
Description

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

Property
Description

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

Property
Description

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.

base shape
with materials
final terrain

Volcano

Property
Description

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

Property
Description

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.

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