Rock is normal-mapped triplanar in world space at two scales, sand carries an
oriented ripple normal map on the xz plane, and a grain map drives detail
occlusion, albedo mottling and roughness. The three maps are seamless,
seeded, mipmapped textures built synchronously by SeabedDetailTextures, so
no asset is needed and builds are deterministic. The mesh has no tangents:
perturbed normals are computed in world space and written to NORMAL.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Review findings: the mesa forced rock onto the canyon bed, two runners
declared the wrong TEST_COUNT, and the escarpment check could pass on the
slope alone. Canyon gains floor_material, the showcase is re-baked with sand
beds, the contract measures the step across the crest band, counts distinct
ledges, and probes the crevasse against the open plateau. Degenerate recipe
parameters now fail an assert.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The site terrain integration now also configures zone 1 (3 s budget,
seabed under the hull, trench at the groove entrance, reference scan
from the spawn). The actor test uses an 81 x 65 grid with an
off-diagonal bump, checks tile vertices against their field cells and
samples the collision between vertices.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>