{"params":{"colorway":{"type":"choice","default":"turquoise-bay","label":"Colorway","describe":"Curated kit schemes. sun-bleached is pale gold sand under mid-green scrub, the Caribbean read; turquoise-bay lightens the sand to near white and the water to bright turquoise for a shallow lagoon; storm-coast greys everything down for a cold northern shore; black-sand pairs volcanic dark sand with the same bright water.","options":["sun-bleached","turquoise-bay","storm-coast","black-sand"]},"edges":{"type":"choice","default":"island","label":"Edges","describe":"island cuts the chunk to an irregular floating landmass with sides that skirt down and stop, which is how one piece of ground is presented on its own. tile keeps the full 64 x 64 m square and forces the outer 4 m to the shared world field, so this chunk joins any other kit's terrain edge to edge with no crack.","affects":"geometry","options":["island","tile"]},"res":{"type":"choice","default":0.5,"label":"Detail","describe":"Metres per quad. 4 is coarse faceted ground, 2 is a mid read, 1 resolves the beach line and the sea stacks properly and is the default. Two blocks can only be joined at the SAME setting.","affects":"geometry","options":[4,2,1,0.5]},"span":{"type":"range","default":2,"label":"Size","describe":"How many 64m chunks across the block is: 1 is a single 64x64m chunk, 4 is 256x256m and sixteen times the ground. Size and detail share one triangle budget, so past 2 the vertex pitch coarsens to hold it. Any size joins any other, because the outer edge still lands on chunk lines and still matches the shared world field there.","affects":"geometry","min":1,"max":4,"step":1},"relief":{"type":"range","default":1.15,"label":"Relief","describe":"Overall vertical exaggeration of everything this kit adds over the shared world field. 0 leaves a bare shelving shore, 1 gives a bay about 4 m deep with headlands standing 6-7 m over it, 1.8 makes a steep cliffed inlet.","affects":"geometry","min":0,"max":1.8,"step":0.05},"cove":{"type":"range","default":1.6,"label":"Bay","describe":"Depth of the bay scooped out of the shore, which is what makes this a cove rather than a straight beach: a broad irregular basin roughly 40 m across that the sea fills, with the beach running round its head. 0 removes it and leaves an open coastline.","affects":"geometry","min":0,"max":1.6,"step":0.05},"headlands":{"type":"range","default":1.6,"label":"Headlands","describe":"Height of the rocky arms enclosing the bay: gated so they stand in clear ground rather than roughening the whole block, and steep enough that their faces paint as bare rock. They are what a lookout stands on and what shelters the anchorage.","affects":"geometry","min":0,"max":1.6,"step":0.05},"stacks":{"type":"range","default":0.8,"label":"Sea stacks","describe":"Height of the isolated rock pillars standing offshore, left behind where the sea has eaten through a headland. They are PLACED rather than made of noise, so each is a real steep-sided column with a flat top rather than a lump, and they are rare on purpose: two or three in a block, breaking the horizon.","affects":"geometry","min":0,"max":1.6,"step":0.05},"dunes":{"type":"range","default":1.6,"label":"Sand dunes","describe":"Height of the sand drifted into low ridges behind the beach, running across the prevailing wind. About a metre and a half at 1. They are what stops the dry land above the tideline reading as a flat table.","affects":"geometry","min":0,"max":1.6,"step":0.05},"tide":{"type":"range","default":1.5,"label":"Tide","describe":"Sea level in metres, and the one knob that changes the whole picture: at -2 the water has drawn out and a wide bar of wet sand is exposed across the mouth of the bay, at 0 it sits at the shared world sea level, at +2 it floods in over the beach and the stacks are half drowned. 0 is the level every other kit's water uses, so a block laid beside another kit's should be left there or both moved together.","affects":"geometry","min":-2,"max":2,"step":0.1},"erosion":{"type":"range","default":0.35,"label":"Erosion","describe":"Weathers the landforms after they are built: hollows cut down and smooth out while crests stay sharp, which is what distinguishes ground the sea has worked on from ground that noise made. At 1 it moves the ground by about 3 m either way and lowers the average by around a metre. The block edges are untouched at any setting, so an eroded block still joins its neighbours exactly.","affects":"geometry","min":0,"max":1,"step":0.05},"flatten":{"type":"range","default":0,"label":"Level clearing","describe":"Clears a LEVEL AREA IN THE MIDDLE of the block for a camp, a stockade or a village to stand on, and leaves the shoreline around it alone. The number is the size of that clearing: 0 is none, 0.5 is a circle roughly a third of the block across, 1 is as large as it can go without touching the edges. Its rim is soft, so the ground rises out of the clearing rather than stepping. The block's edges are never touched at any setting, so a levelled block still joins its neighbours exactly.","affects":"geometry","min":0,"max":1,"step":0.05},"sand":{"type":"color","default":"#e8d6a8","label":"Dry sand","describe":"Albedo of the beach and the dunes above the tideline, the largest area in the model. One flat matte tone."},"wetSand":{"type":"color","default":"#b99b68","label":"Wet sand","describe":"Albedo of everything the tide covers: the strip below the waterline and the floor of the bay. It is a darker damp version of the dry sand and it is what makes the beach line read at all."},"jungle":{"type":"color","default":"#5e9b3c","label":"Scrub","describe":"Albedo of the growth on the high dry ground behind the beach, where sand gives way to soil."},"rock":{"type":"color","default":"#7c8683","label":"Rock","describe":"Albedo of any face steeper than 36 degrees, of the headlands and the sea stacks, and of the island skirt."},"water":{"type":"color","default":"#2e9ca8","label":"Sea","describe":"Albedo of the sea surface. It is a separate mesh sitting on the tide line, not a colour on the sand, so it stays flat across the bay however rough the floor under it is."}},"presets":{"sun-bleached":{"sand":"#e8d6a8","wetSand":"#b99b68","jungle":"#5e9b3c","rock":"#7c8683","water":"#2e9ca8"},"turquoise-bay":{"sand":"#f0e6ce","wetSand":"#c4a46a","jungle":"#4f8f44","rock":"#9aa3a0","water":"#58c8c0"},"storm-coast":{"sand":"#a79680","wetSand":"#8a8071","jungle":"#3b6b2c","rock":"#5a6462","water":"#1c6b84"},"black-sand":{"sand":"#8a8071","wetSand":"#4a2e1b","jungle":"#3b6b2c","rock":"#3e4348","water":"#2e9ca8"}},"rev":1786535306,"materials":{"sand":{"kind":"soil","finish":"sand"},"wetSand":{"kind":"soil","finish":"wet"},"jungle":{"kind":"foliage","finish":"leaf"},"rock":{"kind":"stone","finish":"rough"},"water":{"kind":"glass","finish":"clear"}},"materials_note":"what each colour zone is made of: `kind` and `finish` name a procedural PBR material in https://polyfork.dev/materials.mjs (dressByAlbedo finds a zone by its albedo in COLOR_0). A zone not listed has not been classified.","preview_v":1792489135,"mod_v":1786535306}