Hi thank you for viewing this topic,
I just started to study the cubiquity .
I've been able to modify and dig into a good amount of things ....
My small issue is i'm trying to make a game where you could carve into the depths of the ground....
Now I know I could randomly generate this which is frustration at the moment because i do not have a huge grasp of the random generation " still not sure if it's my battle plan to randomly generate the terrain" .... as I get a better scope of detail....
However besides the point !
I want to be able to create a empty volume data with a lower base floor which will add my "dirt" lower and a bigger chunk. I know i might eventually find this but.... after reading comments threw volumedata on why not to change this or that...... I decided perhaps it would be easier to just ask.
So I can change the height of the invisible region.... however I would like to make a higher layer of ground with that region.
So I just need it to generate a higher terrain radther then hand sculpting one if that makes sense.....
Thank you in advance ,
Jake
EDIT:
I figured it like thanks too... I will get you're number foo...
The old version used to have a floor paramater for empty volumes ... so I simply did ...
(You may want to change the script if someone was trying to figure this out )
Open CreateEmptyTerrainVolumeData
Then added some simple math for the floor height.....
floorHeight = ?
I will come out with some stuff to hopefully help here m8's

Code:
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace Cubiquity
{
public class CreateEmptyTerrainVolumeDataAssetWizard : ScriptableWizard
{
public int width = 128;
public int height = 32;
public int depth = 128;
public int floorHeight = 6;
public bool generateFloor = true;
void OnWizardCreate()
{
TerrainVolumeData data = VolumeDataAsset.CreateEmptyVolumeData<TerrainVolumeData>(new Region(0, 0, 0, width-1, height-1, depth-1));
if(generateFloor)
{
// Create some ground in the terrain so it shows up in the editor.
// Soil as a base (mat 1) and then a couple of layers of grass (mat 2).
TerrainVolumeGenerator.GenerateFloor(data, floorHeight, (uint)1, floorHeight + 4, (uint)2);
}
}
}
}
Ps. the top will be rock where it says unit(The array on the triplanar array) set that to the corresponding grass to get the defaultSo for grass example :
Code:
TerrainVolumeGenerator.GenerateFloor(data, floorHeight, (uint)1, floorHeight + 4, (uint)0);