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morphus.myles4miles.chatgpt.site

morphus.myles4miles.chatgpt.site

live Unverified (seed import) Developer Tools 154 tools imperative implementation

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

act imperative

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

PropertyTypeRequiredDescription
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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