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HeightMapModule

Celestial Body Schema / Definitions / HeightMapModule
Schema Type: JSON Type: object

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heightMap

Type: string

Relative filepath to the texture used for the terrain height.


maxHeight

Type: number Minimum: 0

The highest points on your planet will be at this height.


minHeight

Type: number Minimum: 0

The lowest points on your planet will be at this height.


stretch

Type: MVector3

The scale of the terrain.

See Definitions/MVector3

resolution

Type: integer Minimum: 4Maximum: 2000Default: 204

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

Type: string

Relative filepath to the texture used for the terrain colors.


smoothnessMap

Type: string

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

Type: number Minimum: 0Maximum: 1Default: 0

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

Type: number Minimum: 0Maximum: 1Default: 0

How metallic the surface is, from 0 to 1.
Multiplies with the red of the smoothness map if using one.


normalMap

Type: string

Relative filepath to the texture used for the normal (aka bump) map. Optional.


normalStrength

Type: number Default: 1

Strength of the normal map. Usually 0-1, but can go above, or negative to invert the map.


emissionMap

Type: string

Relative filepath to the texture used for emission. Optional.


emissionColor

Type: MColor

Color multiplier of the emission texture. Defaults to white.

See Definitions/MColor

tileBlendMap

Type: string

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

Type: HeightMapTileInfo

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.

See Definitions/HeightMapTileInfo

redTile

Type: HeightMapTileInfo

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.

See Definitions/HeightMapTileInfo

greenTile

Type: HeightMapTileInfo

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.

See Definitions/HeightMapTileInfo

blueTile

Type: HeightMapTileInfo

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.

See Definitions/HeightMapTileInfo

alphaTile

Type: HeightMapTileInfo

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.

See Definitions/HeightMapTileInfo