glimmerhollow.procGraph
The valley Hollowmere stands in, as a raster graph on the terrain family.
glimmerhollow
The valley Hollowmere stands in, as a raster graph on the terrain family.
A 720 m square of ground at 2 m per cell, shaped in this order:
terrain.ridgecuts a trench 230 m wide down the +X axis — the valley itself.- Two more ridges raise the walls either side of it.
terrain.fbmlays rolling relief over the whole thing.terrain.erodeweathers it, so the shapes read as land rather than as noise.terrain.flattenlevels a shelf on the north bank — the pad the town stands on.terrain.flattensinks a basin at the west end.terrain.rivercarves a channel along the valley floor and runs water down it.terrain.lakefloods the basin to a level, so the tarn's shore is the terrain's own contour.
Then four surface masks on slope and height — crag on the steep ground, moss
on everything gentle, loam as noise patches over the moss, and silt along the
low ground near the water — written out as a .terrainData with the two demo
rock and earth texture sets bound to the first two.
The last node is a Landscape, so the graph's output is an entity: a Terrain
carrying the heightfield, its water surface and its colliders. It drops into a
scene as a Generator and answers heightAt / slopeAt / waterAt at runtime.
Inputs
| input | what it does |
|---|---|
extent | the rect's side, in metres |
relief | amplitude of the rolling noise |
wallHeight | how high the valley walls rise |
floorCut | how deep the trench cuts — negative is down |
lakeLevel | the world Y the tarn floods to |
weather | droplet erosion iterations; 0 leaves the shaping raw |
floorCut and lakeLevel have to agree: raise the floor above the lake level
and the tarn drains into whatever hollow is left, because the fill only reaches
ground the seed actually connects to.
Scoped to this part · feeds back into the world's score.