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terrain.settingsLocal preferences

Nealware system

Device / Local

Settings

Tune generated terrain, seeded atmosphere, and project clouds used across Nealware worlds.

01 / Terrain controls

Terrain realism

Shape the generated rock and snow treatment while keeping every world deterministic.

World 06 geometry

Local feature passes applied to the archived V5 macro terrain. Turning this off restores the exact macro vertex positions.

0.88

Narrows selected crests and adds restrained arête branches.

0.96

Forms selected broken horns and irregular summit clusters.

1.00

Strengthens local lips, faces, ledges, toes, and convex-to-concave breaks.

0.98

Carves selected upper bowls with headwalls and outlets.

0.95

Builds widening concave debris aprons below generated cliffs.

0.82

Cuts deterministic downhill channels from bowls and cliffs.

0.55

Adds restrained directional stepping inside feature regions.

28.00

Orientation of the coherent rock-step field, in degrees.

0.22

Sparse medium-scale breakup confined to geological feature regions.

Mountain detail

Directional ribs, cliff bands, gullies, fractures, and restrained rock relief.

0.52

Broad geological regions and large tonal separation.

0.74

Rock ribs, broken strata, ledges, and cliff planes.

0.28

Near-field rock grain and fine normal breakup.

0.68

Convex upper ridges and exposed peak edges.

0.78

Connected downhill channels and recessed drainage.

0.70

Steep-face bands, diagonal fractures, and exposed slabs.

0.000

Optional crest displacement. Keep at zero to lock the exact silhouette.

Procedural snow

Elevation, slope, terrain shelter, and exposed-rock controls for alpine snow.

0.60

Normalized elevation where snow begins to appear.

0.18

Elevation range over which snow coverage increases.

0.25

Lowest upward orientation that may retain some snow.

0.70

Upward orientation that receives full slope coverage.

0.012

World-space scale of broad snowline variation.

0.055

Amount of broad vertical snowline variation.

0.045

World-space scale of medium snow breakup.

0.22

How strongly medium patches vary snow coverage.

0.22

Extra accumulation in gullies and concave terrain.

0.82

Removes snow from cliffs, ribs, and sharp protrusions.

0.018

Softens underlying rock normal detail under thick snow.

0.88

Controls the width and strength of snow highlights.

#A7B1AD

Base tint used for procedural snow before scene lighting and fog.

Default values are shown. Controls load on this device.

02 / Cloud controls

Seeded atmosphere

Tune deterministic world weather and the foreground project volumes independently from terrain geometry.

Cloud system

The terrain seed controls placement and shape. A local salt can derive a new sky without changing the terrain.

AUTO

Automatic quality starts at medium and can fall back to low.

SEEDED

Use seeded positions or stable semantic project slots.

NONE

Optional deterministic variation layered onto the terrain seed.

ON

Show BloxPilot and KeyHUD as foreground cloud volumes.

#B4B5AE

Shared neutral tint before atmospheric fading.

Cloud field

World-space coverage, population, altitude, and cluster shape.

35.00

Approximate visible-sky coverage percentage.

92.00

Radius of deterministic cloud cells surrounding the camera.

15.00

Average world-space cloud altitude.

4.50

Vertical randomness within each seeded cloud field.

7.00

Smallest background cloud-puff diameter.

15.00

Largest background cloud-puff diameter.

4.80

Distance between volume slices inside each cluster.

6.00

Depth layers used to form each background cloud volume.

Atmosphere

Density, tonal response, edge breakup, and distance fade.

0.92

Background cloud density multiplier.

0.72

Global cloud opacity.

1.10

Background cloud brightness.

0.080

Soft fade around cloud-slice boundaries.

0.010

Removes faint texture values before compositing.

0.72

Brightness retained by distant clouds.

Wind and motion

Shader-driven weather movement and rendering cadence.

0.08

Horizontal cloud drift speed.

18.00

Horizontal wind heading in degrees.

0.12

Small seeded horizontal motion.

0.18

Slow rising and falling motion.

30.00

Maximum frame rate while only clouds are moving.

Project volumes

Foreground volume quality, emphasis, and per-project scale.

4.00

Moves project clouds in front of background weather.

1.20

Density inside ray-marched project volumes.

1.30

Brightness relative to background weather.

24.00

Maximum samples through each project volume.

0.12

Additional brightness for the selected project.

1.00

Hero project-cloud diameter.

0.50

Secondary project-cloud diameter.

Advanced quality

Hard resource limits used inside the selected quality preset.

420.00

Maximum background cloud slices before preset limits.

64.00

Resolution of each seeded 3D project-noise texture.

0.75

Quality multiplier applied to project-volume samples.