Upgrade Ground Zero terrain material

This commit is contained in:
2026-05-21 15:12:30 +00:00
parent 13e931eb04
commit 98ab61a7a4
14 changed files with 148 additions and 23 deletions
@@ -6,7 +6,9 @@ space.
## Scope
- Terrain receives a warm coastal scrub ground material.
- Terrain receives a procedural coastal scrub terrain material that blends
dry soil, scrub green, and sandy path color families with broad and fine
noise so Ground Zero does not read as flat tan placeholder ground.
- Foliage patch instances keep the current prototype meshes but use distinct
tree, shrub, and dry grass materials.
- Wood, fiber, stone, and freshwater actors receive distinct first-pass
@@ -48,7 +50,10 @@ space.
`Scripts/verify_ground_zero_natural_environment_pass.py` checks that the
materials exist, the landscape uses the terrain material, the foliage actor has
the expected investor-facing instance counts and material assignments, and
resource/water actors are visually dressed. It also checks the asset variation
resource/water actors are visually dressed. It also checks that the terrain
material contains procedural color breakup rather than a flat constant color:
noise, blend, and coastal-scrub color-vector expression families must be present
in the saved material package. It also checks the asset variation
layer: twenty-three labeled variation actors, at least four mesh silhouettes,
unique scale profiles, and coverage across tree, bush, grass, rock, and water
visual families. `Scripts/verify_native_placeholder_meshes.py` checks that playable