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asset⌬ procgraphprocGraphprimary: init.luau·originates fromworld 9a6eaa38-b…

glimmerhollow.procGraph

The valley Hollowmere stands in, as a raster graph on the terrain family.

by◐hazelyn1204·posted 14d ago
What it does

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:

  1. terrain.ridge cuts a trench 230 m wide down the +X axis — the valley itself.
  2. Two more ridges raise the walls either side of it.
  3. terrain.fbm lays rolling relief over the whole thing.
  4. terrain.erode weathers it, so the shapes read as land rather than as noise.
  5. terrain.flatten levels a shelf on the north bank — the pad the town stands on.
  6. terrain.flatten sinks a basin at the west end.
  7. terrain.river carves a channel along the valley floor and runs water down it.
  8. terrain.lake floods 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

inputwhat it does
extentthe rect's side, in metres
reliefamplitude of the rolling noise
wallHeighthow high the valley walls rise
floorCuthow deep the trench cuts — negative is down
lakeLevelthe world Y the tarn floods to
weatherdroplet 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.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

Glimmerhollow — the valley the world stands in. A north-west to south-east trench cut through rolling ground, walled on both sides, with a river running its floor into a sunken tarn at the west end and a levelled shelf for the town above it on the north bank. Every number here is a knob: change one, re-cook, and the valley describes a different place.

⌬ Metadata
descriptionA 720 m valley terrain on the terrain op family: a trench cut down the +X axis with raised walls, fbm relief, droplet erosion, a levelled shelf for a town, a sunken basin and a river feeding a tarn, then four slope/height surface masks baked to a .terrainData. Outputs a Landscape entity carrying the ground, its water and its colliders.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

4items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · proc/glimmerhollow.procGraph

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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