threejs-procedural-planets
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ChineseProcedural Planets
程序化行星
Build a planet as a coupled field system evaluated on a unit direction. The same geological causes must drive geometry, color, roughness, normal, atmosphere handoff, and distance filtering.
基于单位方向向量构建一个耦合场系统的行星。相同的地质成因必须驱动几何形状、颜色、粗糙度、法线、大气衔接以及距离过滤。
Required build order
必要的构建顺序
- Establish planet-space direction, radius, sea level, and world-unit scale.
- Build macro silhouette fields before any surface material.
- Add named geological structures: continents, basins, ridges, craters, lava fields, or ice.
- Derive slope, cavity, altitude, latitude, exposure, and shoreline fields.
- Classify broad biomes from those causes.
- Derive displacement, color, roughness, and normal from the shared field bundle.
- Filter bands by represented mesh scale and camera altitude.
- Couple the material to atmosphere and lighting using the same planet transform.
Read references/planet-field-and-atmosphere-systems.md for terrain, biome, gas-giant, material, altitude-LOD, and atmosphere-handoff mechanisms, including a known CPU/GPU field-parity failure mode.
Read the procedural planet surface implementation
and its shared terrain field
for undeformed sphere coordinates, shared CPU/GLSL terrain, coupled biome and
material causes, derivative bump, and altitude-filtered detail.
- 确定行星空间方向、半径、海平面和世界单位比例。
- 在添加任何表面材质之前构建宏观轮廓场。
- 添加指定的地质结构:大陆、盆地、山脊、陨石坑、熔岩场或冰层。
- 推导坡度、凹陷、海拔、纬度、暴露度和海岸线场。
- 根据这些成因划分广泛的生物群系。
- 从共享场集中推导位移、颜色、粗糙度和法线。
- 根据网格表示比例和相机海拔过滤波段。
- 使用相同的行星变换将材质与大气和光照耦合。
阅读references/planet-field-and-atmosphere-systems.md了解地形、生物群系、气态巨行星、材质、海拔LOD和大气衔接机制,包括一个已知的CPU/GPU场一致性失效模式。
阅读程序化行星表面实现及其共享地形场,了解未变形球体坐标、CPU/GLSL共享地形、耦合的生物群系和材质成因、导数凹凸以及海拔过滤细节。
Non-negotiable constraints
不可妥协的约束条件
- Domain-warp tangentially and renormalize; do not distort the sphere radially.
- Craters need floor, wall, rim, and optional ejecta—not dark circles.
- Continents and biomes must be region fields, not isolated threshold bubbles.
- Geometry displacement and shader normals must describe the same height function.
- Close detail may disappear with altitude; the macro silhouette may not.
- Expose individual field views and a displacement exaggeration mode.
- 沿切线方向进行域扭曲并重新归一化;不要径向扭曲球体。
- 陨石坑需要包含底部、侧壁、边缘以及可选的喷射物——而不是简单的暗圈。
- 大陆和生物群系必须是区域场,而非孤立的阈值气泡。
- 几何位移和着色器法线必须描述相同的高度函数。
- 近距离细节可能随海拔升高而消失;但宏观轮廓不得消失。
- 提供单独的场视图和位移夸张模式。
Completion test
完成测试
The body must remain intentional in:
- unlit silhouette;
- flat albedo with no atmosphere;
- grazing directional light;
- orbit view;
- close approach;
- biome-mask and normal-only views;
- at least three seeds without losing the chosen planetary identity.
行星体必须在以下场景中保持设计一致性:
- 无光照轮廓;
- 无大气的平坦反照率;
- 掠射方向光;
- 轨道视角;
- 近距离观测;
- 生物群系遮罩和仅法线视图;
- 至少三种随机种子下仍保持选定的行星特征。
Routing boundary
路由边界
Use for a reusable field bundle without a complete
body, and for scattering independent
of planet generation. This skill owns the coupled planetary surface.
$threejs-procedural-fields$threejs-atmosphere-aerial-perspective使用获取不包含完整行星体的可重用场集,使用获取独立于行星生成的散射效果。本技能负责耦合式行星表面的开发。
$threejs-procedural-fields$threejs-atmosphere-aerial-perspective