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.