OptionalbuildMilliseconds per frame spent building chunks on the main thread (when there are no workers).
OptionalcameraCamera that drives the level of detail. Defaults to the R3F default camera.
OptionalcastTerrain casts shadows.
OptionalcreateCreates build workers (e.g. Vite: () => new TerrainWorker() from threejs-biomes/worker?worker).
OptionaljobsChunk jobs in flight per worker.
OptionalkeepFrames an unused chunk stays cached before it is freed.
OptionallodA chunk splits when the camera is closer than size × lodFactor (higher = more detail further out).
OptionalmaterialOptionalminChunks never get smaller than this, metres (0.5 lets an ant walk on centimetre-scale ground).
OptionaloriginFloating origin: the world position that sits at render-space (0, 0, 0). Keep it near the camera
(see FloatingOrigin) so float32 GPU precision holds from orbit down to ant scale.
OptionalreceiveTerrain receives shadows.
OptionalrefReceives the underlying terrain instance (stats, uniforms, setOrigin, …).
OptionalresolutionVertices per chunk side (e.g. 33 = 32 × 32 quads).
OptionalrootEdge length of a level-0 chunk on flat worlds, metres.
OptionalskirtSkirt depth as a fraction of the chunk's edge length (hides cracks between LODs).
OptionalviewFlat worlds: terrain is drawn out to this distance from the camera, metres. Planets cull by the horizon.
OptionalworkersNumber of workers when createWorker is set.
The world to render (see useWorld).
Props of
<WorldTerrain>: every terrain setting plus the ones below.