Adaptive Terrain

Adaptive Terrain is a Geometry Nodes setup that dynamically adjusts mesh resolution based on camera distance, prioritizing detail where it matters while retaining performance. It features built-in camera culling, ensuring only the terrain visible within the camera's frustum is generated or subdivided. A tiling system allows users to create expansive background grids using instances to manage memory usage efficiently.

The dynamic tessellation provides the necessary polygonal density for detailed material displacements close to the camera, facilitating realistic close-up renders on large-scale terrain. It also features a scattering system for collections, such as trees or buildings, complete with masking for placement control. Users can optimize their workflow by unlinking viewport and render resolutions, and by displaying scattered instances as bounding boxes while working.