morphus.myles4miles.chatgpt.site
Morphus is an AI-native workspace for designing worlds and generating playable game experiences.
First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com
Answer 23 · Act 124 · Transact 7 · Score: Not yet scored
Tool inspector
terrain_paint_weights
Paints one of a mesh terrain's four material channels along a world-space path, and appends the paint stroke to the node's modifier stack. Channel weights blend the terrain's four surface materials; painting one channel up naturally takes weight from the others. Use `terrain_set_material_channels` first if the channels do not already mean what you need. All distances are meters.
Input schema
| Property | Type | Required | Description |
|---|---|---|---|
nodeId |
string | no | Mesh terrain node ID. Omit when the scene contains exactly one mesh terrain. |
channel |
string | yes | Which of the four material channels to paint. Call `get_terrain_state` to see what each channel is currently named. Defaults are channel0 Grass,… |
mode |
string | no | "add" (default) paints the channel in; "subtract" erases it, letting the other channels show through. |
path |
array | yes | Ordered world-space dab positions, in meters. |
radiusMeters |
number | yes | Paint radius in meters. Material bands read best when they are wide: a snowline or scree band is typically 100-400 m. |
strength |
number | no | Weight applied per dab, 0-1. Default 0.5. Use low values and repeated passes for a soft transition between materials. |
falloff |
number | no | Edge softness 0-1. Default 0.7; material boundaries almost always want a soft edge. |
Raw JSON schema
{
"type": "object",
"properties": {
"nodeId": {
"type": "string",
"description": "Mesh terrain node ID. Omit when the scene contains exactly one mesh terrain."
},
"channel": {
"type": "string",
"enum": [
"channel0",
"channel1",
"channel2",
"channel3"
],
"description": "Which of the four material channels to paint. Call `get_terrain_state` to see what each channel is currently named. Defaults are channel0 Grass,…"
},
"mode": {
"type": "string",
"enum": [
"add",
"subtract"
],
"description": "\"add\" (default) paints the channel in; \"subtract\" erases it, letting the other channels show through."
},
"path": {
"type": "array",
"description": "Ordered world-space dab positions, in meters.",
"items": {
"type": "object",
"properties": {
"x": {
"type": "number",
"description": "World X in meters"
},
"y": {
"type": "number",
"description": "World Y in meters"
},
"z": {
"type": "number",
"description": "World Z in meters"
},
"normalX": {
"type": "number",
"description": "Surface normal X at this point. Defaults to world up."
},
"normalY": {
"type": "number",
"description": "Surface normal Y at this point. Defaults to 1."
},
"normalZ": {
"type": "number",
"description": "Surface normal Z at this point. Defaults to 0."
},
"weight": {
"type": "number",
"description": "Relative paint flow at this point, 0-1. Default 1."
}
},
"required": [
"x",
"y",
"z"
]
}
},
"radiusMeters": {
"type": "number",
"description": "Paint radius in meters. Material bands read best when they are wide: a snowline or scree band is typically 100-400 m."
},
"strength": {
"type": "number",
"description": "Weight applied per dab, 0-1. Default 0.5. Use low values and repeated passes for a soft transition between materials."
},
"falloff": {
"type": "number",
"description": "Edge softness 0-1. Default 0.7; material boundaries almost always want a soft edge."
}
},
"required": [
"channel",
"path",
"radiusMeters"
]
}
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