Add Ground Zero environment asset variation
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@@ -39,3 +39,7 @@ current prototype geometry now uses dedicated Ground Zero tree, shrub, and dry
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grass materials. The next biome/resource passes should replace prototype meshes
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with real coastal California scrub, grassland, woodland, and resource-specific
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assets, then tie spawn density to land-cover and hydrography data.
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The natural environment variation pass adds nearby labeled accent actors for
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additional canopy, trunk, bush, grass mat, rock, and water silhouettes so the
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demo no longer depends only on one repeated foliage mesh per family.
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@@ -11,6 +11,9 @@ space.
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tree, shrub, and dry grass materials.
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- Wood, fiber, stone, and freshwater actors receive distinct first-pass
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materials.
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- First-pass asset variation actors add additional tree canopies/trunks, rounded
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bushes, grass mats, rock slabs, and a visible freshwater surface with varied
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meshes, scales, rotations, and material families.
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- The setup remains repeatable through `Scripts/setup_ground_zero_demo_map.py`.
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## Material Assets
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@@ -29,11 +32,14 @@ space.
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`Scripts/verify_ground_zero_natural_environment_pass.py` checks that the
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materials exist, the landscape uses the terrain material, the foliage actor has
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the expected instance counts and material assignments, and resource/water actors
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are visually dressed.
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are visually dressed. It also checks the first-pass asset variation layer:
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eleven labeled variation actors, at least four mesh silhouettes, unique scale
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profiles, and coverage across tree, bush, grass, rock, and water visual
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families.
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## Follow-Up
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This pass deliberately keeps the current prototype geometry so it stays small
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and stable. The next environment work should add first-pass asset variation so
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trees, bushes, grass, resource nodes, and water no longer read as repeated
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placeholder shapes.
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and stable. Later environment work should replace these prototype silhouettes
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with region-appropriate sourced or custom meshes, then drive density and shape
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selection from land-cover, slope, hydrography, and biome data.
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