Appearance
Themes, geological presets, fractured rocks, surface materials, strata, lava heat zones and scattered rocks.
Theme and Geological Preset
- Theme – Basic, Desert, Ice, Jungle or Lava. Swapping changes the materials and the rocks, never the shape.
- Geological Preset – Mesa, Canyon Wall, Eroded Badlands, Tall Climbing Wall or Small Pillar. A preset changes heights, rocks and terraces but keeps your contour and knot heights.
Fractured Rocks
The rock blocks that make the wall:
- Wall Blocks – Block Width, Size Variation, Exposure (how far the blocks stand out of the wall), Exposure Variation and Seam Width.
- Horizontal Breaks – how many columns are split into stacked blocks. Ledges – shorter buttresses in front.
- Edge Chipping and Surface Roughness – chamfers and dents. Rubble – angular blocks at the foot.
- Low Poly / Triangles Per Rock – the rock budget. Colliders and LOD1 use 100 triangles.
- Top Terraces – Top Steps, Step Height, Step Setback, Block Width, Size Variation, Height Variation, Exposure, Exposure Variation and Step Falloff. Level Top With Terraces raises the top to the terraces; Top Above Terraces keeps it a little higher.
- Preserve Base – when you raise the wall later, the lower part (Protected Base) stays exactly as it is and only the upper part stretches.
- Rock Seed / New Layout – another arrangement of the same rocks.
While you drag a knot or slider the rocks keep their last shape; they update when you let go.
Surface Materials
Drag any of the pack’s materials (or your own) into the slots. Their colour, normal and – for Lava – emission textures are used, each with its own Scale, Rotation and Tint.
- Wall A and Wall B – Wall B shows in round patches over Wall A, on the wall and on the rocks alike. B Coverage, B Patch Size (1 to 25 m), B Strength and B Sharpness (from a soft blend to a crisp edge).
- Top Band / Bottom Band – change the mix near the top and the foot of the wall (+ more Wall A, − more Wall B), over Top / Bottom Band Height. Real cliffs often look different at the top and the bottom.
- Debris A and Debris B – the same patches on the debris slope.
- Top – the plateau and the cover on up-facing rock: Cover Amount, Cover Sharpness, Soil On Ledges.
- Wall / Debris Blend – Blend Height (how high the debris fades into the wall) and Crack Blend (the layers meet along the cracks of the textures).
- Show Patch Mask / Show Cover Mask – preview the masks in white and black. Turn them off when you are done.
- Texture Size – shared by all themes; Size Adjust – this theme only, for textures that read bigger or smaller.
- Pattern Seed / New Variation – moves all patterns.
These settings live in the theme’s material, so every cliff with that theme changes together.
Strata Lines
Horizontal rock layers drawn across the wall: Amount, Color A / B (presets Warm Sandstone and Cool Shale), Blend Mode, Spacing, Thin Lines, Breakup, and the distortion settings Waviness, Wave Length, Distortion and Distortion Size.
Lava Heat Zones
The Lava theme glows where lava would stay hot – in the cracks behind the rocks – and has cooled in the open:
- The wall behind the rocks is Hot (Lava Maximum).
- Rock sides close to that wall mix Hot and Warm (Lava).
- Open rock faces, the debris and the top stay cold (Lava Minimum).
Pick Cooling, Balanced or Molten, then fine-tune Heat Depth, Lava Maximum Amount, Maximum / Lava Blend, Breakup, Patch Size, Wall Heat and the glow. Show Zones colours the zones red, orange and blue.
Same Look For All Themes and Look Presets
- Same Look For All Themes – while it is on, every look setting you change goes to all five themes at once; the textures stay per theme. Set up one theme and the others follow.
- Look Presets – save the current look under a name with a colour swatch. Click a preset to apply it; … renames, updates or deletes it. Presets store settings, never textures, so one preset works on every theme. They are saved in Assets/Cliff Builder Presets.
Rocks
Rocks scattered on the debris slope and the top: Boulders, Medium, Small and Top per 100 m², how much they gather low on the slope, Clustering, Separation, Embed, Align To Slope, Random Turn, Random Tilt and Scale.
Top rocks have their own settings: Top Embed (how deep they sink in), Lie Flat (rest on their widest side, like heavy stones do) and Top Tilt. Regenerate Rocks Only re-scatters them without rebuilding the cliff.
Debris Erosion and Mapping
- Debris Erosion – Erosion, Channels and Channel Spacing carve the debris slope.
- Mapping – UV tile size and macro width of the generated surface.