# Ground Zero MVP Natural Environment Pass The Ground Zero map now has a first MVP natural environment pass so the investor demo reads as coastal California scrub/woodland instead of a plain grey-box test space. ## Scope - Terrain receives a warm coastal scrub ground material. - 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 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 - `/Game/Agrarian/Materials/M_AGR_GZ_Terrain_CoastalScrub` - `/Game/Agrarian/Materials/M_AGR_GZ_Tree_CoastalOak` - `/Game/Agrarian/Materials/M_AGR_GZ_Shrub_CoyoteBrush` - `/Game/Agrarian/Materials/M_AGR_GZ_Grass_DryCoastal` - `/Game/Agrarian/Materials/M_AGR_GZ_Wood_Resource` - `/Game/Agrarian/Materials/M_AGR_GZ_Fiber_Resource` - `/Game/Agrarian/Materials/M_AGR_GZ_Stone_Sandstone` - `/Game/Agrarian/Materials/M_AGR_GZ_FreshWater` ## Validation `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. 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. 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.