Milliseconds per frame spent building chunks, nearest first.
Grid size (metres) of the canopy surface that stands in for far plants.
Whether plants within shadowDistance cast shadows.
Edge length (metres) of the chunks plants are built in around the camera.
0..1 per-plant brightness variation.
Tints corn by level of detail (red, yellow, green; canopy red → blue as it rises).
Dry leaf, husk and stubble colour.
The fields to plant, e.g. from threejs-city's farm planner.
Texel size (metres) of the map remembering where corn was flattened.
Growth stage: 0 seedling, ~0.65 full height, 0.8 mature (tassels and ears), 1 dry and brown.
Harvested: only stubble is left.
Mature plant height in metres, tassel included (1.5–3 m).
0..1 random height spread per plant.
Global multiplier on how strongly interactors push and flatten corn. 0 = not at all.
Up to 16 objects that push corn aside and flatten what they drive over (tractor wheels, harvesters…).
Mature leaf colour (any CSS colour).
Exactly four levels of detail, near → far. Plants end at the last distance; the canopy covers the rest.
0..1 field-scale brightness and dryness variation.
Distance between plants along a row, in metres.
Whether plants and canopy receive shadows.
Layout seed: the same seed always plants the same fields.
Radius (metres) around the camera in which plants cast shadows.
Soil colour between young rows and under the canopy.
Higher = less wind and interaction bending.
Stubble height in metres after harvest.
Light used for back-lit translucency. null = first DirectionalLight found in the scene.
Tassel colour.
0..1 how much sunlight shines through back-lit leaves.
Procedural wind, shared with grass (see WindOptions).
Young leaf colour.
Every setting of a Corn field. All are optional on input; see CornInput.