2.6 KiB
IrisDimension
Represents a dimension
{
"landZoom": 1,
"regions": [],
"caveThickness": 1,
"seaZoom": 1,
"caves": true,
"biomeZoom": 5,
"interpolationScale": 63,
"focus": "",
"placeObjects": true,
"shoreZoom": 1,
"continentZoom": 1,
"caveShift": 0,
"roughnessZoom": 2,
"interpolationFunction": "BICUBIC",
"environment": "NORMAL",
"terrainZoom": 2,
"roughnessHeight": 3,
"coordFractureZoom": 8,
"name": "A Dimension",
"fluidHeight": 63,
"dimensionAngleDeg": 0,
"regionZoom": 1,
"coordFractureDistance": 20,
"caveScale": 1
}
name
The human readable name of this dimension
interpolationFunction
The interpolation function for splicing noise maxes together
interpolationScale
The interpolation distance scale. Increase = more smooth, less detail
environment
The world environment
regions
Define all of the regions to include in this dimension. Dimensions -> Regions -> Biomes -> Objects etc
fluidHeight
The fluid height for this dimension
focus
Keep this either undefined or empty. Setting any biome name into this will force iris to only generate the specified biome. Great for testing.
biomeZoom
Zoom in or out the biome size. Higher = bigger biomes
terrainZoom
Zoom in or out the terrain. This stretches the terrain. Due to performance improvements, Higher than 2.0 may cause weird rounding artifacts. Lower = more terrain changes per block. Its a true zoom-out.
dimensionAngleDeg
You can rotate the input coordinates by an angle. This can make terrain appear more natural (less sharp corners and lines). This literally rotates the entire dimension by an angle. Hint: Try 12 degrees or something not on a 90 or 45 degree angle.
roughnessZoom
Iris adds a few roughness filters to noise. Increasing this smooths it out. Decreasing this makes it bumpier/scratchy
roughnessHeight
The height of the roughness filters
coordFractureDistance
Coordinate fracturing applies noise to the input coordinates. This creates the 'iris swirls' and wavy features. The distance pushes these waves further into places they shouldnt be. This is a block value multiplier.
coordFractureZoom
Coordinate fracturing zoom. Higher = less frequent warping, Lower = more frequent and rapid warping / swirls.
landZoom
This zooms in the land space
shoreZoom
This can zoom the shores
seaZoom
This zooms oceanic biomes
continentZoom
Zoom in continents
regionZoom
Change the size of regions
placeObjects
Disable this to stop placing schematics in biomes