"""Run inside Unreal (Python console / Execute Python Script). Reads terrain_config.json (next to this script) and: 1. builds a heightfield mesh with GeometryScript (fractal value noise), bakes it to a StaticMesh, and drops it into the level; 2. scatters tree/rock StaticMeshActors across it per "scatter_layers", using the same noise field so foliage height always matches the ground beneath it (no raycasting needed). Run import_environment_assets.py first so the mesh paths referenced in terrain_config.json actually exist. Set the TERRAIN_CONFIG env var to point at a different config file, e.g. to run terrain_config_variants_demo.json without touching the default config. See generate_terrain_from_heightmap.py for the same pipeline driven by a real heightmap image instead of procedural noise - both share terrain_common.py. """ import os, json, math, random, unreal import terrain_common as tc CONFIG_PATH = os.environ.get( "TERRAIN_CONFIG", os.path.join(os.path.dirname(os.path.abspath(__file__)), "terrain_config_variants_demo.json"), ) # --------------------------------------------------------------------------- # Fractal value noise (pure Python, no engine dependency) ------------------- # --------------------------------------------------------------------------- class ValueNoise2D: """Seeded, smooth, tileable-enough value noise for terrain-style height fields.""" def __init__(self, seed): rng = random.Random(seed) table = list(range(256)) rng.shuffle(table) self._perm = table + table # avoid overflow when indexing i+1 @staticmethod def _fade(t): return t * t * t * (t * (t * 6 - 15) + 10) @staticmethod def _lerp(a, b, t): return a + t * (b - a) def _gradient(self, ix, iy): h = self._perm[(self._perm[ix & 255] + iy) & 255] angle = (h / 255.0) * 2.0 * math.pi return math.cos(angle), math.sin(angle) def sample(self, x, y): x0, y0 = math.floor(x), math.floor(y) x1, y1 = x0 + 1, y0 + 1 sx, sy = x - x0, y - y0 def dot_grid(ix, iy, px, py): gx, gy = self._gradient(ix, iy) return gx * (px - ix) + gy * (py - iy) n00 = dot_grid(x0, y0, x, y) n10 = dot_grid(x1, y0, x, y) n01 = dot_grid(x0, y1, x, y) n11 = dot_grid(x1, y1, x, y) u, v = self._fade(sx), self._fade(sy) return self._lerp(self._lerp(n00, n10, u), self._lerp(n01, n11, u), v) class FractalHeightField: def __init__(self, noise_cfg, height_scale): self.height_scale = height_scale self.frequency = noise_cfg["frequency"] self.octaves = noise_cfg["octaves"] self.lacunarity = noise_cfg["lacunarity"] self.gain = noise_cfg["gain"] self.noise = ValueNoise2D(noise_cfg["seed"]) def height(self, x, y): amplitude, frequency, total, max_amp = 1.0, self.frequency, 0.0, 0.0 for _ in range(self.octaves): total += amplitude * self.noise.sample(x * frequency, y * frequency) max_amp += amplitude amplitude *= self.gain frequency *= self.lacunarity return (total / max_amp) * self.height_scale def normal(self, x, y, step=200.0): return tc.finite_difference_normal(self.height, x, y, step) # --------------------------------------------------------------------------- def generate_tile(config, terrain_cfg, tile_label): """Builds one terrain + its scatter layers + its explicit placements, all under a dedicated Outliner folder so multiple tiles can coexist in one level. """ field = FractalHeightField(terrain_cfg["noise"], terrain_cfg["height_scale"]) base_folder = f"ProceduralTerrain/{tile_label}" print(f"[{tile_label}] building terrain mesh (seed={terrain_cfg['noise']['seed']})...") static_mesh, bounds = tc.build_terrain_mesh(terrain_cfg, field) loc = terrain_cfg["location"] origin = unreal.Vector(loc[0], loc[1], loc[2]) tc.spawn_terrain_actor(static_mesh, origin, base_folder, f"Terrain_{tile_label}") for layer_cfg in config.get("scatter_layers", []): tc.scatter_layer(layer_cfg, field, bounds, origin, base_folder) explicit_entries = config.get("explicit_placements", []) if explicit_entries: tc.place_explicit(explicit_entries, field, origin, base_folder) def main(): with open(CONFIG_PATH, "r") as f: config = json.load(f) base_terrain_cfg = config["terrain"] variants = config.get("variants") if not variants: # Single-tile mode: unchanged behavior for existing configs. generate_tile(config, base_terrain_cfg, "Main") print("Done.") return # Variant mode: one JSON list of seeds becomes N independent, deterministic # tiles laid out side by side in a single run - each a full reproducible # world driven by nothing but that seed. There's no "batch-produce N baked, # comparable layouts from one data file" workflow in the Foliage tool or a # PCG graph; you'd re-author or re-seed each one by hand, one at a time. gap = base_terrain_cfg["size_x"] * 1.2 base_seed = base_terrain_cfg["noise"]["seed"] base_layer_seeds = {layer["name"]: layer.get("seed", 0) for layer in config.get("scatter_layers", [])} for i, seed_offset in enumerate(variants): tile_label = f"Variant_{seed_offset}" terrain_cfg = json.loads(json.dumps(base_terrain_cfg)) # cheap deep copy terrain_cfg["noise"]["seed"] = base_seed + seed_offset terrain_cfg["asset_name"] = f"{base_terrain_cfg['asset_name']}_{tile_label}" terrain_cfg["location"] = [ base_terrain_cfg["location"][0] + i * gap, base_terrain_cfg["location"][1], base_terrain_cfg["location"][2], ] tile_config = json.loads(json.dumps(config)) tile_config["terrain"] = terrain_cfg for layer_cfg in tile_config.get("scatter_layers", []): layer_cfg["seed"] = base_layer_seeds.get(layer_cfg["name"], 0) + seed_offset generate_tile(tile_config, terrain_cfg, tile_label) print(f"Done: {len(variants)} variant(s) generated side by side.") main()