{"params":{"colorway":{"type":"choice","default":"regolith-rust","label":"Colorway","describe":"curated kit-coherent colour for the whole heap \u2014 it is one material, so a colorway is one hex. regolith-rust = the default warm rust that matches the kit terrain exactly, so the pile reads as native planet dust dug out of the ground it stands on; pale-dust = a bleached, sun-baked heap of fine light regolith for background dust fields and for piles that must not compete with foreground equipment; dark-basalt = a dark cold volcanic spoil heap that stands out strongly against rust ground, good beside a drill rig; grey-tailings = a desaturated grey-blue mine-tailings pile for non-Mars-toned scenes","options":["regolith-rust","pale-dust","dark-basalt","grey-tailings"]},"soil":{"type":"color","default":"#b2684b","label":"Regolith","describe":"albedo of the ENTIRE heap. This is a single-material object \u2014 loose dust tipped in a pile \u2014 so it carries exactly one flat colour over every facet, and all of the light and shade you see is the scene lights working on the flat-shaded geometry, never painted in. Keep it in the kit terrain family or the pile stops reading as material dug out of the ground it sits on. Darken it for freshly turned damp spoil, lighten it toward the pale end for a dry wind-blown drift"},"heapiness":{"type":"range","default":1,"label":"Heapiness","describe":"how tall the pile stands on a fixed 1.40 x 1.24 m footprint, i.e. how freshly it was tipped. 0.62 is a low 0.50 m spread drift that has slumped out and hugs the ground; 1.0 is the default 0.80 m settled heap; 1.45 is a steep 1.16 m cone of freshly dumped spoil that stands taller than it is half wide. Changes the front silhouette dramatically and the footprint not at all, so the mound stays inside its 4 m kit cell at every value","affects":"geometry","min":0.62,"max":1.45},"facets":{"type":"choice","default":"standard","label":"Facets","describe":"how many angular columns the heap is cut into. Each column carries its own lean, so this is also how many vertical creases run down the flanks and how coarse the outline is. chunky = 16 columns (~0.26 m facets) for a crude shattered heap with very long straight silhouette edges; standard = 24 (~0.17 m, the Synty-tier read matching the refs); fine = 32 for a finer-grained drift \u2014 going finer than this measurably walks the outline back toward a smooth cone and throws away the low-poly identity. The shoulder lobe is aimed by BEARING, so it survives every count","affects":"geometry","options":["chunky","standard","fine"]},"shoulder":{"type":"range","default":0.7,"label":"Shoulder lobe","describe":"size of the secondary hump merged into the +X flank \u2014 on a cardinal axis, so it bites the right-hand edge of the FRONT elevation and still falls on the right of the hero three-quarter. 0.0 is a clean single heap with a lobed but even outline; 0.7 is the default, a broad shoulder pushing the base out about 25% over a 90 degree arc and lifting the surface about 7% of the height, so the silhouette reads as a big hump with a smaller one growing out of it; 1.0 is a pronounced double heap that looks like two loads tipped against each other. The hump has its own toe on the ground and only narrows going up, so it never undercuts the foot at any value","affects":"geometry","min":0,"max":1}},"presets":{"regolith-rust":{"soil":"#b2684b"},"pale-dust":{"soil":"#c1a078"},"dark-basalt":{"soil":"#5b4337"},"grey-tailings":{"soil":"#5f6570"}},"rev":1785356621,"materials":{"soil":{"kind":"soil","finish":"dry"}},"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":1792495549,"mod_v":1785356621}