b3d-decorator
Rocks and trees on the terrain, by budget and by climate. Drop it into a
scene with a <tosi-b3d-terrain>. It scatters up to a set NUMBER of things
around the camera, chosen by scatter's climate rules (the same
temperature, moisture, altitude and slope axes the terrain's biome shader
paints with), so the pines stand where the ground is cold forest, and the
palms at a warm shoreline.
Demo
import { b3d, b3dSun, b3dSkybox, b3dTerrain, b3dDecorator, slider3d } from 'tosijs-3d'
import { tosi } from 'tosijs'
const { decoratorDemo: s } = tosi({
decoratorDemo: { season: 0.5, clump: 0.95 },
})
const terrain = b3dTerrain({
seed: 7,
biome: 'on',
surfaceType: 'cylinder',
radius: 1000,
cylinderHeight: 1000,
tileSize: 128,
lodLevels: 3,
reach: 3000,
grossScale: 0.01,
detailScale: 0.09,
horizScale: 3.31,
grossAmplitude: 60,
detailAmplitude: 10,
biomeLapseRate: 0.15 / 60,
biomeTemperature: 0.3,
biomeMoisture: 0.85,
biomeSeason: s.season,
biomeSeasonality: 0.2,
})
preview.append(
b3d(
{
sceneCreated(el, BABYLON) {
const cam = new BABYLON.FreeCamera('c', new BABYLON.Vector3(0, 60, 0), el.scene)
cam.setTarget(new BABYLON.Vector3(300, 20, 300))
cam.maxZ = 20000
cam.attachControl(el.parts.canvas, true)
el.setActiveCamera(cam)
// Stand on the ground once the terrain can say how high it is.
let placed = false
el.scene.onBeforeRenderObservable.add(() => {
const h = terrain.heightSampler?.()
if (placed || !h) return
placed = true
cam.position.y = h(0, 0) + 12
})
},
panelTitle: 'Decorator',
scenePanel: () => [
slider3d({ label: 'season', value: s.season, min: 0, max: 1, step: 0.01 }),
slider3d({ label: 'clump', value: s.clump, min: 0, max: 1, step: 0.05 }),
],
},
b3dSun({}),
b3dSkybox({ timeOfDay: 15, realtimeScale: 0 }),
terrain,
b3dDecorator({ budget: 4000, radius: 900, clump: s.clump }),
)
)
.preview { height: 100%; }
tosi-b3d { width: 100%; height: 100%; }
A temperate valley in autumn. Open the settings panel (the owl): season
runs the year, and the leaves turn and fall bare while the pines stay green;
clump goes from an even spread to copses with open ground between them.
What it places, and why it matches the ground
By default: trees, bushes and undergrowth from a curated Quaternius nature library on the CDN, and rocks made from a seed (procedural-rock). Things gather into copses and rock fields with open ground between them (scatter).
Nothing keeps a fixed colour. With a biome terrain, the decorator draws its materials with the TERRAIN's biome shading, each in a role:
| Role | What it does |
|---|---|
rock (ground) |
Shaded exactly like terrain: cliff colour on the sides, whatever grows there on top |
leaf |
Its own green pulled toward the colour of the ground under it; turns in autumn |
evergreen |
The same, but never turns (pines, palms, cacti) |
bark |
Its own colour, lightly tinted by the ground |
So changing planet, climate or season recolours the vegetation with the land.
The year is the terrain's: biomeSeason and biomeSeasonality. Roles are
assigned by material name (roles). The default library gets NATURE_ROLES;
for any other library set roles yourself. A material with no role keeps its
own look.
How it draws
Every model is drawn with thin instances: one draw call per model PART,
however many copies. A few dozen models make a few dozen draw calls, whether
the budget is 1,000 or 20,000. What grows with the budget is
vertices. The Perf Stats panel's decorator row shows the counts and the
build time.
The scatter is world-anchored, so when the camera moves far enough
(radius / 4) it re-scatters around it and only the edge changes. It follows
the terrain's floating origin and rebuilds when the terrain's shape or climate
changes.
Shadows, where they show
Casting from every copy puts each one into all four shadow cascades:
measured at +3.7 ms (2k) to +6.7 ms (20k) on an M5 Max, most of it for
copies too far away for their shadow to be seen. So each part has a
shadow-only twin (on a layer the camera does not draw)
holding just the nearest shadowBudget copies within shadowRange, re-picked
as the camera moves. The visible copies never cast. Measured after: 5 or 600
casting copies cost the same. What remains (≈2.4 ms there) is the sun's
shadow pass switching on at all, which the sun's own settings govern.
Collision, where it matters
A small POOL of invisible colliders follows the camera: trunks as thin
cylinders, boulders as boxes (see ScatterRule.collider), assigned to the
nearest placements within colliderRange. A fixed cost however big the
budget, and it exists exactly where something can bump into it. They collide
the way everything here does (checkCollisions + moveWithCollisions), so a
biped stops at a trunk and can stand on a boulder.
The same climate as the ground
The broad noise that makes one region wetter or warmer than the next has to
give the same answer in the ground shader and in the decorator's code, or the
forest would stand where the ground is not drawn green. A shader's hashed noise
cannot be reproduced on the CPU (it depends on how each GPU rounds sin), so
the climate noise is a small grid of seeded random bytes: the shader reads it
as a texture, with the fraction eased and the linear filter doing the blend,
and climateNoise does the same sum in code.
import { climateLattice, climateNoise } from 'tosijs-3d'
const lattice = climateLattice()
const wetter = climateNoise(lattice, x * 0.001, z * 0.001) // about -1…1
The grid is 256 cells a side and wraps, so at one cell a kilometre the pattern repeats every 256 km.
Attributes
| Attribute | Default | Description |
|---|---|---|
budget |
2000 |
How many things to place. Performance cares about this, not density |
variants |
0 |
Shapes kept per family (a tree species' variants, a rock kind's), each a draw of its own. 0 is auto, from the device tier: all on a desktop, 3 on the medium tier, 2 on the low tier (a Quest) |
budgetScale |
0 |
Share of budget actually placed. 0 is auto, from the device tier (1, except 0.6 on the low tier, which is what a Quest gets in a session). A smaller share means fewer clumps in the same places, each as full, not thinner clumps. Set 1 to place the whole budget everywhere |
radius |
900 |
Metres around the camera to fill |
seed |
1 |
Same seed, same forest |
url |
'' |
The model library; empty = the curated Quaternius nature library on the CDN (quaternius/libraries/nature.glb). Naming another switches the default rules to Kenney's NATURE_KIT_RULES |
scale |
1 |
Multiplies every rule's scale range |
follow |
'on' |
Re-scatter as the camera moves |
shadows |
'off' |
Cast shadows — from the NEAR copies only (shadowRange, shadowBudget), through a shadow-only twin of each part. Copies always RECEIVE shadows. Live |
colliders |
'on' |
The nearby collider pool |
colliderRange |
60 |
Metres around the camera that get colliders |
colliderPool |
48 |
How many colliders at most |
shadowRange |
200 |
Metres around the camera whose copies cast shadows (with shadows: 'on') |
shadowBudget |
600 |
How many of the nearest copies cast, at most |
clear (property) |
null |
(x, z) => 0..1: ground kept clear (0 grows nothing), in the landform's coordinates. A city's cityGround(...).clear keeps trees off its streets |
clump |
-1 |
How strongly things gather: 0 = even spread, 1 = clumps only. -1 leaves it to each rule (0.95 by default). Live |
clumpSize |
0 |
Metres across a clump and the gap beside it. 0 = auto, about two and a half times the average spacing, so tightening radius keeps the clumps. Live |