environment
Purpose
Build worlds that set mood, tell history, and frame the action. Hero vs background split is the performance save. Every world-bible layer must produce a visual consequence.
Scope
D79–D86, Depth 27, Depth 37. World rules originate in preproduction (D02). Lighting the world is lighting. Weather sims may delegate to simulation.
Activation Conditions
- Environment, terrain, city, vegetation scatter, modular kits, set dressing, Geometry Nodes, procedural generators
Use environment
Non-Activation Conditions
- World bible text only (→ preproduction)
- Hero character modeling (→ modeling)
- Volume fog look (→ lighting) though this skill may place practical emitters
Instructions
- Pipeline order (37.1): blockout volumes → terrain → architecture kit → nature scatter → set dressing → lighting integration → hero/background split.
- Terrain (D80/37.2): sculpt, ANT Landscape, heightmaps, displacement. Keep hero ground clean for contacts.
- Architecture (D81/37.4): modular kits, repeating modules, trim sheets, vertex color wear.
- Nature (D82/37.3): GN scatter with density, slope, collision, LOD. Sapling for trees as a start.
- Set dressing (D83/27.2): ten environmental-storytelling techniques — show don't tell. Case study: rainy fantasy city (27.3).
- Props & assets (D84): Asset Browser, reuse, LOD. Don't unique-model every cup.
- Geometry Nodes (D85): fields, attributes, instances. Simulation zones (4.x) for stateful setups. Instancing is the default for repetition.
- Procedural systems (D86): parameterized node groups; expose only what dressers need.
- Water (37.5): Ocean modifier for oceans; shader ripples for puddles; hero splash only if needed.
- Performance (37.7): hero/background split, instances, LODs, proxies.
- Palette systems (27.4 / D138) and weather/TOD world systems (27.5) — coordinate with lighting.
Procedures
World-layer system (27.1)
Each layer (climate, culture, tech, history, magic) → visual consequences in materials, dress, wear, signage, vegetation.
GN scatter
Distribute points → density by vertex group/slope/noise → instance collection → realize only when needed → LOD by camera distance.
Hero/background
Hero: unique, contact-accurate, sim-ready. Background: instances, cards, lower texel density.
Decision Logic
- Modular + procedural for cities/backgrounds (5.3).
- Fake distant motion (5.6).
- Scale map: world → set → shot (27.6). Don't load the city when the shot is a doorway.
Inputs
- World bible, shot cameras, scale master, style, budgets
Outputs
- Environment scene(s) with collections
- Terrain / kits / scatter systems
- Dressing that serves beats
- LOD/proxy policy
- Shared state: env ready for lighting
Tools
GN, ANT Landscape, Sapling, Asset Browser, Ocean modifier, geometry nodes instancing. Depth 27/37.
Constraints
Don't scatter millions without instancing. Don't put hero collision on high-poly trees. Don't contradict world bible palette.
Edge Cases
- Flooded city (Example D): water plane + wet materials + debris dressing; hero splash optional.
- Abstract: GN + sims may be the environment.
Failure Modes & Fixes
| FAIL |
FIX |
| Viewport death |
Split hero/BG; instances; hide scatter |
| Floating dressing |
Snap; collision; scale |
| Generic set |
Apply 27.2 techniques to the beat |
| Repetition obvious |
Noise density; kit variation; trim |
Dependencies
- Consumes preproduction bible and blender-foundations scale
- Needs modeling/lookdev for hero pieces
- Drives lighting and cinematography staging
- May delegate weather to simulation
Related Skills
preproduction, modeling, lookdev, lighting, cinematography, simulation, production-finishing
Delegation Rules
- Rain particles / wetness maps → simulation + lookdev
- Mood recipes → lighting
- Shot framing that requires set rebuild → cinematography feedback
Examples
- Rainy fantasy city: modular timber/stone kit, wet albedo, puddle planes, GN market scatter, warm window emission, hero street only in shot file.
Required Knowledge / Context
knowledge/domains/ch09-environment.md
knowledge/depth/ch27-worldbuilding.md
knowledge/depth/ch37-environment-terrain.md
References to Shared Resources
examples/A-crystal-creature-rainy-city.md
templates/world-bible.md
1---2name: environment3description: Environment production, terrain, architecture, nature, set dressing and environmental storytelling, props libraries, Geometry Nodes, and procedural systems — worlds as characters.4---56# environment78## Purpose910Build worlds that set mood, tell history, and frame the action. Hero vs background split is the performance save. Every world-bible layer must produce a visual consequence.1112## Scope1314D79–D86, Depth 27, Depth 37. World *rules* originate in `preproduction` (D02). Lighting the world is `lighting`. Weather sims may delegate to `simulation`.1516## Activation Conditions1718- Environment, terrain, city, vegetation scatter, modular kits, set dressing, Geometry Nodes, procedural generators19- `Use environment`2021## Non-Activation Conditions2223- World bible text only (→ preproduction)24- Hero character modeling (→ modeling)25- Volume fog look (→ lighting) though this skill may place practical emitters2627## Instructions28291. Pipeline order (37.1): blockout volumes → terrain → architecture kit → nature scatter → set dressing → lighting integration → hero/background split.302. Terrain (D80/37.2): sculpt, ANT Landscape, heightmaps, displacement. Keep hero ground clean for contacts.313. Architecture (D81/37.4): modular kits, repeating modules, trim sheets, vertex color wear.324. Nature (D82/37.3): GN scatter with density, slope, collision, LOD. Sapling for trees as a start.335. Set dressing (D83/27.2): ten environmental-storytelling techniques — show don't tell. Case study: rainy fantasy city (27.3).346. Props & assets (D84): Asset Browser, reuse, LOD. Don't unique-model every cup.357. Geometry Nodes (D85): fields, attributes, instances. Simulation zones (4.x) for stateful setups. Instancing is the default for repetition.368. Procedural systems (D86): parameterized node groups; expose only what dressers need.379. Water (37.5): Ocean modifier for oceans; shader ripples for puddles; hero splash only if needed.3810. Performance (37.7): hero/background split, instances, LODs, proxies.3911. Palette systems (27.4 / D138) and weather/TOD world systems (27.5) — coordinate with lighting.4041## Procedures4243### World-layer system (27.1)44Each layer (climate, culture, tech, history, magic) → visual consequences in materials, dress, wear, signage, vegetation.4546### GN scatter47Distribute points → density by vertex group/slope/noise → instance collection → realize only when needed → LOD by camera distance.4849### Hero/background50Hero: unique, contact-accurate, sim-ready. Background: instances, cards, lower texel density.5152## Decision Logic5354- Modular + procedural for cities/backgrounds (5.3).55- Fake distant motion (5.6).56- Scale map: world → set → shot (27.6). Don't load the city when the shot is a doorway.5758## Inputs5960- World bible, shot cameras, scale master, style, budgets6162## Outputs6364- Environment scene(s) with collections65- Terrain / kits / scatter systems66- Dressing that serves beats67- LOD/proxy policy68- Shared state: env ready for lighting6970## Tools7172GN, ANT Landscape, Sapling, Asset Browser, Ocean modifier, geometry nodes instancing. Depth 27/37.7374## Constraints7576Don't scatter millions without instancing. Don't put hero collision on high-poly trees. Don't contradict world bible palette.7778## Edge Cases7980- Flooded city (Example D): water plane + wet materials + debris dressing; hero splash optional.81- Abstract: GN + sims may *be* the environment.8283## Failure Modes & Fixes8485| FAIL | FIX |86|---|---|87| Viewport death | Split hero/BG; instances; hide scatter |88| Floating dressing | Snap; collision; scale |89| Generic set | Apply 27.2 techniques to the beat |90| Repetition obvious | Noise density; kit variation; trim |9192## Dependencies9394- Consumes preproduction bible and blender-foundations scale95- Needs modeling/lookdev for hero pieces96- Drives lighting and cinematography staging97- May delegate weather to simulation9899## Related Skills100101preproduction, modeling, lookdev, lighting, cinematography, simulation, production-finishing102103## Delegation Rules104105- Rain particles / wetness maps → simulation + lookdev106- Mood recipes → lighting107- Shot framing that requires set rebuild → cinematography feedback108109## Examples110111- Rainy fantasy city: modular timber/stone kit, wet albedo, puddle planes, GN market scatter, warm window emission, hero street only in shot file.112113## Required Knowledge / Context114115- `knowledge/domains/ch09-environment.md`116- `knowledge/depth/ch27-worldbuilding.md`117- `knowledge/depth/ch37-environment-terrain.md`118119## References to Shared Resources120121- `examples/A-crystal-creature-rainy-city.md`122- `templates/world-bible.md`