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

FieldTypeUnit / rangeWhat it does
mesheslist of text—Tree models, picked at random (list one twice to make it twice as common).
ontext—The land it grows on (exact name); empty: the first terrain.
radiusnumberm, 1 … 20000Region radius around this object (when there is no outline).
pointslist of text—Outline corners "x z" from this object's position (empty: round, `radius`).
densitynumberper ha, 0.1 … 2500Trees per hectare where the forest grows (big stylized trees in a closed canopy: 40-80).
covernumber0 … 1Share of the region the forest covers; the rest is clearings.
patch_sizenumberm, 10 … 20000Size of the forest patches and clearings.
edgenumber0 … 1How softly a patch thins out at its edge (0 hard ... 1 very soft).
scale_minnumber0.05 … 20Smallest tree, times its model's size (edge trees stay near it).
scale_maxnumber0.05 … 20Biggest tree, times its model's size.
max_slopenumberdeg, 1 … 89Steepest ground a tree grows on.
min_heightnumberm, -100000 … 100000Lowest ground (world height); 0 and 0: any.
max_heightnumberm, -100000 … 100000Highest ground (world height); 0 and 0: any.
water_clearancenumberm, 0 … 200Kept this far from lakes and rivers.
casts_shadowstrue / false—Trees cast shadows.
draw_distancenumberm, 0 … 20000Its 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_radiusnumberm, 0 … 10Trunk collider radius at size 1 (0: walk through).
seednumber0 … 1.67772e+07Placement variation.
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