Add Ground Zero environment asset variation

This commit is contained in:
2026-05-16 02:28:31 -07:00
parent 25ffbfc564
commit f78c552d30
6 changed files with 209 additions and 9 deletions
+4
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@@ -39,3 +39,7 @@ current prototype geometry now uses dedicated Ground Zero tree, shrub, and dry
grass materials. The next biome/resource passes should replace prototype meshes
with real coastal California scrub, grassland, woodland, and resource-specific
assets, then tie spawn density to land-cover and hydrography data.
The natural environment variation pass adds nearby labeled accent actors for
additional canopy, trunk, bush, grass mat, rock, and water silhouettes so the
demo no longer depends only on one repeated foliage mesh per family.
@@ -11,6 +11,9 @@ space.
tree, shrub, and dry grass materials.
- Wood, fiber, stone, and freshwater actors receive distinct first-pass
materials.
- First-pass asset variation actors add additional tree canopies/trunks, rounded
bushes, grass mats, rock slabs, and a visible freshwater surface with varied
meshes, scales, rotations, and material families.
- The setup remains repeatable through `Scripts/setup_ground_zero_demo_map.py`.
## Material Assets
@@ -29,11 +32,14 @@ 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 instance counts and material assignments, and resource/water actors
are visually dressed.
are visually dressed. It also checks the first-pass asset variation layer:
eleven labeled variation actors, at least four mesh silhouettes, unique scale
profiles, and coverage across tree, bush, grass, rock, and water visual
families.
## Follow-Up
This pass deliberately keeps the current prototype geometry so it stays small
and stable. The next environment work should add first-pass asset variation so
trees, bushes, grass, resource nodes, and water no longer read as repeated
placeholder shapes.
and stable. Later environment work should replace these prototype silhouettes
with region-appropriate sourced or custom meshes, then drive density and shape
selection from land-cover, slope, hydrography, and biome data.