New / Island sculptorDraw the island. Then cut a channel through it.
Paint land, carve bays and smooth the coast on a top-down map. Each stroke becomes an editable height layer on a fixed grid, so the shape survives changes in render quality. Shore depth and wave shelter rebuild around it; undo restores the previous stroke, and world files keep the painted shape.
01 / TerrainA mountain needs more than a noisy silhouette.
Seeded, domain-warped terrain supplies the broad shape. Alpine controls add summit horns, sharper ridges and glacial carving; talus relaxation softens the slopes. Snow responds to altitude, slope, shelter and hollows, so exposed rock and sheltered snow do not wear the same coat.
02 / OceanAn island should interrupt a wave.
A travel-time field routes swell around land and slows it over shoals. A separate upwind shelter field reduces exposure behind islands. Twenty seeded wave bands supply the open sea; the coastline changes how those waves arrive. This is an artistic approximation, not a fluid solver.
← Back to Notes03 / FoamFoam needs somewhere to go after it breaks.
Breaking waves feed a pair of GPU history textures. Foam moves with the flow, spreads along the shore and decays at different rates. That gives the surface a little memory instead of painting a bright stripe onto every crest.
04 / CloudsThe sky has to agree with its reflection.
Raymarched cumulus and stratus, plus stretched cirrus, form a cached sky shared with the water reflections. Two history buffers reduce sampling grain. Camera movement and changed settings invalidate that history, while quality settings control resolution, step count and refresh rate.
05 / SnowstormA blizzard should meet the ground.
GPU-driven flakes wrap around the camera in near and far volumes. The terrain height texture fades them at the surface; depth testing hides them behind mountains. Snowy ridges emit wind-carried spindrift, while whiteout changes fog and light. The storm does not simulate accumulating snow.
06 / ExportTake the world, not a promise of the world.
GLB export contains real terrain, vertex-coloured snow, forest, a camera and a still wave surface calculated from the same spectrum and coastal field as the viewport. Browser shaders, animated weather and reflections stay in Terra. A world file preserves the editable settings and camera instead.