All work

Terrain

Terrain as volume and heightfield

My terrain work follows two different representations. VoxelTerrain V4 in Unity uses signed-distance fields and Surface Nets to edit a volume, including forms such as caves and overhangs. Founder Engine starts from a heightfield and concentrates on large landscapes, material distribution, ray-traced geometry and close-range displacement. Both involve deciding where detail is needed, but they have different constraints. I keep them together here because they show how the representation changes the editing problem: sculpting a volume is different from refining a surface, and a convincing landscape needs material coverage and stable geometry as well as a high detail count. The process includes untextured terrain, material tests and detail comparisons so those decisions remain visible.

Volumetric terrain · cave openings

Cave interiors test connected surfaces and openings that cannot be represented by a conventional heightfield. This is part of the Unity volumetric terrain studies.

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Process

VoxelTerrain V4: sculpt a volume

SDF editing changes the field from which GPU-driven Surface Nets extracts the mesh. This supports terrain forms that cannot be described by a single height at each horizontal location. The work connects procedural construction and direct sculpting to the resulting surface, including how detail changes across regions.

Founder Engine: shape a layered surface

Height and slope masks place material layers across the heightfield. Geometric displacement adds local relief, while road and river splines extend the same landscape workflow. I compare bare geometry with the material result to see whether a feature comes from the source height, the selected detail or the surface layer.

Technical breakdown

Choose the representation for the task

Surface Nets reconstructs a surface from a signed-distance field. A heightfield stores one elevation per horizontal position and refines geometry across that surface. The voxel mesher does not run inside Founder Engine; the two projects explore different terrain problems with different data and geometry pipelines.

Distinguish missing detail from missing coverage

Founder Engine terrain uses GPU detail selection, clustered ray-tracing geometry and micro-displacement budgets. I have investigated oversized patches, retained detail and recovery after movement alongside gaps in material masks. The diagnostic tools need to show which limit is responsible, so changing a geometry budget does not become a substitute for fixing the material.

VoxelTerrain V4 and Founder Engine terrain are separate implementations. Volumetric cave and overhang studies belong to the Unity work; the DirectX 12 landscape uses a heightfield.

NextTimberGEN