forest
A whole forest as one object: thousands of trees grown by rules over the land (no object per tree). Inside `radius` (or the `points` outline) it grows where noise patches `patch_size` across say so (`cover` the share), with clearings between and a soft `edge` where trees thin out and stay smaller. `density` trees per hectare, models picked from `meshes`, kept off water and steep ground. Seeded: the same settings grow the same trees. Near trees draw as ordinary objects (shadows, bounced light, twigs); far ones in batches.
In scene text
forest { meshes ["a", "b"] on "…" radius 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 18
| Field | Type | Unit / range | What it does |
|---|---|---|---|
meshes | list of text | — | Tree models, picked at random (list one twice to make it twice as common). |
on | text | — | The land it grows on (exact name); empty: the first terrain. |
radius | number | m, 1 … 20000 | Region radius around this object (when there is no outline). |
points | list of text | — | Outline corners "x z" from this object's position (empty: round, `radius`). |
density | number | per ha, 0.1 … 2500 | Trees per hectare where the forest grows (big stylized trees in a closed canopy: 40-80). |
cover | number | 0 … 1 | Share of the region the forest covers; the rest is clearings. |
patch_size | number | m, 10 … 20000 | Size of the forest patches and clearings. |
edge | number | 0 … 1 | How softly a patch thins out at its edge (0 hard ... 1 very soft). |
scale_min | number | 0.05 … 20 | Smallest tree, times its model's size (edge trees stay near it). |
scale_max | number | 0.05 … 20 | Biggest tree, times its model's size. |
max_slope | number | deg, 1 … 89 | Steepest ground a tree grows on. |
min_height | number | m, -100000 … 100000 | Lowest ground (world height); 0 and 0: any. |
max_height | number | m, -100000 … 100000 | Highest ground (world height); 0 and 0: any. |
water_clearance | number | m, 0 … 200 | Kept this far from lakes and rivers. |
casts_shadows | true / false | — | Trees cast shadows. |
draw_distance | number | m, 0 … 20000 | Its trees aren't drawn past this many metres (0: as far as any forest's). An understory under a canopy needs a few hundred. |
trunk_radius | number | m, 0 … 10 | Trunk collider radius at size 1 (0: walk through). |
seed | number | 0 … 1.67772e+07 | Placement variation. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us