
Blender Environment Kits
Game environments in Blender 5.2 - terrain from noise or heightmaps (erosion, terraces...
Install
npx skills add EL4CTEO/blender-skills --skill blender-environment-kits -g -a claude-code -y- Repository
- EL4CTEO/blender-skills651
- Category
- Engineering
- Updated
- 5d ago
- License
- MIT
- Context cost
- Lightabout 1,165 tokens
- Runs scripts
- Yes, review before use
What it does
Game environments in Blender 5.2 - terrain from noise or heightmaps (erosion, terraces, play areas, slope/height materials, 16-bit heightmaps + splat maps for UE/Unity), biome scatter by slope/height/mask with Poisson spacing, modular kit metrics and validation (grid, pivots, seams, texel density). Use for levels, landscapes, forests, modular buildings, dungeons.
Environment kits
The execution model is in blender-core. Custom GN tools are in blender-geometry-nodes, materials in blender-texturing (trims, vertex blends), and mood/weather in blender-time-of-day/blender-weather-fx.
One call each
scripts/terrain.py -- --size 400 --res 513 --height 60 --type ridged --erosion 30 --flatten 0 0 40 --material
scripts/terrain.py -- --heightmap //hm.png --size 1000 --res 1009 --height 120 --export-splat //T_Splat.png
scripts/scatter.py -- --target Terrain --collection Trees --density 0.02 --min-distance 5 --max-slope 25 --height-max 45
scripts/scatter.py -- --target Terrain --collection Rocks --density 0.05 --max-slope 70 --align 0.8 --name ENV_Rocks
scripts/kit_check.py -- --objects SM_Wall_4m SM_Floor_4m SM_Door_4m --grid 0.5 --fix
Terrain (terrain.py)
- Grid of
--res² verts over--sizem. Use 2^n + 1 for Unity (513/1025/2049,.raw16-bit LE) and UE Landscape's recommended sizes (505/1009/2017/4033, 16-bit PNG). Above 1025, tile it. --type fbm(rolling),ridged(mountains),hills(hetero terrain).--scale= feature size m.--erosion N= thermal erosion steps (talus 33°): slopes relax and debris fills valleys.--terracem = stepped flats.--flatten X Y R= a level play/build area blended back with a smoothstep.- Writes
ENV_Slope(deg/90) andENV_Height(0, 1) point attributes.--materialbuilds grass/rock/snow from them: rock above 35°, snow above 75% height on slopes below ~40°, with noise-broken edges. - Engines:
--export-heightmap(PNG = 16-bit gray,.raw= 16-bit little-endian, row 0 = −Y edge; flip vertically in Unity if mirrored) plusheightmap_z_scale_mfor the import Z scale.--export-splat= 16-bit RGBA weights (R grass, G rock, B snow, sum 1) for terrain layers. Both are written Raw (no display transform): measured round-trip error < 0.001.
