4.6 KiB
Terrain Authoring
Terrain is a first-class authored actor backed by TerrainDesc. Add it from the Inspector's
Add Component shelf by searching for Terrain. It conflicts with other geometry sources on the
same actor: Primitive, Brush, Static Mesh Renderer, and Skinned Mesh Renderer.
Foundation Workflow
The Terrain card exposes grid resolution, sample spacing, height scale, chunk size, generated collision, shadows, base material status, and validation. Resize Flat deliberately replaces the height array with a flat grid; normal numeric edits retain all height samples. Every accepted edit is one reflected history transaction and rebuilds only that terrain's generated chunks.
Sculpt Workflow
Select a terrain actor and enable the mountains button in the existing horizontal viewport toolbar. Choose Raise, Lower, Flatten, Smooth, or Noise, then LMB-drag across the terrain. The radius and strength controls use world meters; the colored footprint follows the sampled terrain surface and identifies the active mode.
Each drag is one stroke and one undo entry, regardless of how many interpolated dabs it contains. Escape or right-click restores the exact pre-stroke height grid; when no stroke is active, either input closes the sculpt tool. Flatten captures the height under the initial press. Smooth samples a stable copy of the current neighborhood per dab, and Noise uses a deterministic per-stroke seed so authored results remain reproducible.
Material Layers And Paint Workflow
The Terrain card owns up to four shared Material or Material Instance layers. Use the plus icon to add a channel, then browse or drag a material into its selector. Each layer exposes independent UV tiling and can be reordered or removed; channel weights move with the layer. The first added layer adopts a legacy Base Material assignment so existing terrain converts without visual loss.
With at least two layers assigned, select the paint-brush button beside Sculpt in the existing horizontal viewport toolbar. Choose Paint or Erase, select the target layer, then LMB-drag. Paint increases the selected channel while proportionally reducing the others; Erase redistributes weight to the remaining channels. Every sample stays normalized to 255, the terrain-following cyan or amber footprint previews the brush, and release records one undo entry. Escape or right-click restores the exact pre-stroke weights or closes the idle tool.
assets/levels/terrain_authoring_showcase.scn.ron is the Terrain entry in the deterministic
sample regression pack. Its 5×5
grid forms an asymmetric hill split into four 2×2-quad chunks. It validates chunk boundaries,
normals, selection through generated children, collider generation, inspector state, and save
stripping. Height geometry is inline, while its committed shared Material and Material Instance
references deliberately validate terrain dependency resolution and layer transport.
Data And Hydration
- Heights are finite normalized values multiplied by Height Scale at hydration time.
- Up to four Material/Material Instance references remain shared assets rather than copied material descriptors. RGBA8 weights are stored per height sample; an absent array means full layer zero.
- Generated chunk vertex colors carry normalized weights into the
blacksite_surfaceterrain material, which blends layer base color/texture, normal, metallic, and roughness inputs. - Sample Spacing controls X/Z distance and the grid remains centered on the actor origin.
- Chunk Size is measured in quads. Neighboring chunks share boundary samples but not runtime mesh assets, allowing later stroke updates to rebuild only affected chunks.
- Missing, unassigned, or invalid layer references produce a clear diagnostic and visible terrain fallback rather than missing geometry.
- Generated
HydratedTerrainChunkchildren own mesh, optional trimesh collider, and shadow state. They are runtime-only and never serialized as authored actors. - Foundation chunks are explicitly excluded from Solari submission and remain raster-visible while Auto/Solari is active. Raster material-layer parity is shipped; matching Solari terrain evaluation remains explicit future work, and the editor never substitutes a semantically different proxy.
The terrain foundation is recorded in ADR 0039, and layer weight persistence/render transport in ADR 0040.
Live native-Wayland evidence and focused verification are recorded in the terrain foundation evaluation.