# World data source = volumeTerrainBig.dds # World size of the data sourceDimensions = 384 384 384 # World scale scale = 10.0 # Whether to use trilinear interpolation for the source or not trilinearValue = true # Whether to use trilinear interpolation for the gradients of the source or not trilinearGradient = false # Whether to use sobel filtering for the gradients of the source or not sobelGradient = false # Whether to load the terrain asynchronously async = false # Spatial part to scan and build the volume meshes from scanFrom = 0 0 0 scanTo = 384 384 384 # Amount of LOD level level = 5 # The first LOD level to create geometry for. For scenarios where the lower levels won't be visible anyway. 0 is the default and switches this off. createGeometryFromLevel = 3 # The geometric error of LOD level with the highest detail * errorMultiplicator baseError = 1.8 # The multiplicator between LOD levels. errorOfCurrentLevel = baseError * levelIndex * errorMultiplicator errorMultiplicator = 0.9 # The maximum accepted screen space error when chosing the LOD levels to render maxScreenSpaceError = 20 # Whether or not to create the visualization of the octrees createOctreeVisualization = false # Whether or not to create the visualization of the dual grids createDualGridVisualization = false # The factor defining the length of the skirts. Less means more triangles and less loading time, but if too small, cracks can occure. skirtFactor = 1.0 # The material of the chunks material = triplanarReference # The material for the lowest 3 levels of the chunktree. This is set after the global material above. materialOfLevel0 = triplanarReference materialOfLevel1 = triplanarReference materialOfLevel2 = triplanarReference