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Ground surface materials

The inspected ground surfaces use mesh attributes and layered material programs. Sekiro’s MultipleGround program receives normalized vertex blend channels as well as texture coordinates; Elden Ring’s masked material families combine vertex weights with sampled masks. Observed

The blend equations and exact inspected shader scope are documented under layered surfaces; their inputs use FLVER vertex layouts.

Ground-family texture repetition is controlled per slot, with metaparam UV groups connecting slots to CommonUV-UVParam parameters. The captured transform scales about the texture center, with an offset of (1-scale)/2. Observed

Elden Ring’s terrain base layers carry a UV-group scale of 300. Inferred · Elden Ring

See constant binding and tiling for the discriminating captures and the limits of the current precedence rule.

The inspected Sekiro layered meshes include distinct secondary UV sets that cannot in general be recovered by scaling and offsetting the primary set. Some primary UVs repeat or overlap, so one primary texture coordinate can identify different surface points with different secondary coordinates. Observed · Sekiro

The sampled Sekiro M[LandScape]_Mountain material family also appears among unresolved tiling captures: four all-one buffer contents conflict with the non-unit scale stated by the matching material candidates. This is not evidence of a universal landscape-specific scale rule. Observed · Sekiro

In a frame at the Stormveil gate, the draws of the layered ground materials (vertex programs of the [Mb2], [Mb3] and further [Mb<n>] families, 659 of the frame’s 2,734 indexed draws: 336 from m10_00_00_00 map pieces and 323 from assets) draw one face set of an ordinary FLVER each, from the model’s own index and vertex ranges, and none of them has a hull or domain program. Observed · Elden Ring · one captured frame The only hull and domain programs of the frame are those of effect billboards and ribbons (GXFfxtessellate) and of the ocean surface (M[Water][ocean4], drawn from face set 2 of the asset AEG097_000, 63,354 indices). Observed · Elden Ring · one captured frame The frame draws no open-world tile (no m60 map piece, see map areas), so it shows how a legacy map’s ground is drawn and not the terrain of the overworld. Observed · Elden Ring

Is there a separate terrain geometry representation?

The ground-material observations do not establish a separate heightfield format, terrain tessellation algorithm, or complete terrain LOD hierarchy. Material blend weights alone do not settle those geometry questions. Unknown The Stormveil frames show no tessellated or heightfield ground; an open-world frame (the tile capture asked for under map areas) is needed to see how an m60 tile’s ground is drawn.