wf_env.procGraph
The rock of the waterfall scene: the cliff, the plunge basin and the boulders, as signed-distance solids contoured to one mesh. The cliff face is the z = 0 plane facing -z, the river runs along +z on top of the plateau and spills over the lip at (0, 21.9, 0), the ground is at y =…
wf_env
The rock of the waterfall scene: the cliff, the plunge basin and the boulders, as signed-distance
solids contoured to one mesh. The cliff face is the z = 0 plane facing -z, the river runs along +z
on top of the plateau and spills over the lip at (0, 21.9, 0), the ground is at y = 0 and the pool
surface at y = -0.35. The cliff and boulders carry deep fluted noise; the ground slab with the
basin cut into it carries only a little, so the pool bed stays smooth and the shore reads as a
beach. The mesh draws with the wf_rock shader.
-- `graph` is this graph's reference: the AssetRef `asset.resolve` or a search returns for it.
local e = entity.spawn("wf_env", { position = { 0, 0, 0 } })
e.component.add("Generator", { graph = graph, params = { resolution = 150 } })
| Input | Default | What it does |
|---|---|---|
resolution | 150 | Cells along the contoured volume's longest side (40 to 260): more is finer rock and a longer cook. |
roughness | 1 | How deep the noise cuts into the cliff and boulders (0 to 3). |
seed | 7 | Re-rolls the noise. |
The output env is the one mesh. It belongs with wf_water, wf_spray, wf_foam and wf_mist,
which share its frame.
Scoped to this part · feeds back into the world's score.