Convert ANT Landscape Generator to Geometry Nodes
In recent Blender versions, several modifiers have been refactored as Geometry Nodes equivalents.
ANT Landscape should follow suit. Currently, ANT provides parametric terrain, river, and rock generation, but all parameters are locked at creation — output is mesh-only, destructive, and non‑recoverable.
Porting ANT to Geometry Nodes would:
- Enable full non‑destructive editing via node‑driven inputs,
- Expose internal noise, distortion, and erosion functions as reusable sockets,
- Allow layered blending, masking, and dynamic parameter animation,
- Support downstream dependencies (scatter, shading, simulation) without baking.
ANT is underused primarily due to its rigid UI workflow, not its algorithm quality. A Geometry Nodes implementation would restore its utility for procedural environments and game‑ready terrain.
Proposed approach: wrap ANT’s core C‑based generators into a custom node group, mirror existing sliders as exposed inputs, and deprecate the modifier in favor of the node tree.
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