HeightMapModule
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heightMap
Relative filepath to the texture used for the terrain height.
maxHeight
The highest points on your planet will be at this height.
minHeight
The lowest points on your planet will be at this height.
resolution
Resolution of the heightmap.
Higher values means more detail but also more memory/cpu/gpu usage.
This value will be 1:1 with the heightmap texture width, but only at the equator.
textureMap
Relative filepath to the texture used for the terrain colors.
smoothnessMap
Relative filepath to the texture used for the terrain's smoothness and metallic, which are controlled by the texture's alpha and red channels respectively. Optional.
Typically black with variable transparency, when metallic isn't wanted.
smoothness
How "glossy" the surface is, where 0 is diffuse, and 1 is like a mirror.
Multiplies with the alpha of the smoothness map if using one.
metallic
How metallic the surface is, from 0 to 1.
Multiplies with the red of the smoothness map if using one.
normalMap
Relative filepath to the texture used for the normal (aka bump) map. Optional.
normalStrength
Strength of the normal map. Usually 0-1, but can go above, or negative to invert the map.
emissionMap
Relative filepath to the texture used for emission. Optional.
emissionColor
Color multiplier of the emission texture. Defaults to white.
tileBlendMap
Relative filepath to the texture used for blending up to 5 tiles together, using the red, green, blue, and alpha channels, plus a lack of all 4 for a fifth "base" tile.
Optional, even if using tiles (defaults to white, therefore either base or all other channels will be active).
baseTile
An optional set of textures that can tile and combine with the main maps. This tile will appear when all other tile channels are absent in the blend map, or when no other tiles are defined.
Note that tiles will not be active from afar, so it is recommended to make the main textures control the general appearance, and make the tiles handle up close details.
redTile
An optional set of textures that can tile and combine with the main maps. The distribution of this tile is controlled by red channel of the blend map.
Note that tiles will not be active from afar, so it is recommended to make the main maps control the general appearance more than the tiles.
greenTile
An optional set of textures that can tile and combine with the main maps. The distribution of this tile is controlled by green channel of the blend map.
Note that tiles will not be active from afar, so it is recommended to make the main maps control the general appearance more than the tiles.
blueTile
An optional set of textures that can tile and combine with the main maps. The distribution of this tile is controlled by blue channel of the blend map.
Note that tiles will not be active from afar, so it is recommended to make the main maps control the general appearance more than the tiles.
alphaTile
An optional set of textures that can tile and combine with the main maps. The distribution of this tile is controlled by alpha channel of the blend map.
Note that tiles will not be active from afar, so it is recommended to make the main maps control the general appearance more than the tiles.