WIP: feat(scene) initial beauty baseline — terrain textures, sky, foam, mist, foliage, shadows

- Add 3 Terrain3D texture assets (limestone, valley grass, warm soil)
- Sculpt initial Terrain3D heightmap with ridge, valley, waterfall drop
- Replace plain water with emissive-tinged material
- Add foam mesh, mist spheres, and procedural sky with valley fog
- Add 10 StylizedTree instances around village perimeter
- Enable directional light shadows with extended cascade range
- Add tree height snapping to terrain surface
- Add refined scaffold tests for material count, terrain height, foliage, sky, fog
- Add terrain texture PNGs and StylizedTree.tscn scene
- Add generate_jajce_terrain.gd tool
This commit is contained in:
2026-07-05 20:05:44 +02:00
parent f12fb6ad78
commit 6c11dc5dd6
17 changed files with 468 additions and 12 deletions
+31 -1
View File
@@ -1,3 +1,33 @@
[gd_resource type="Terrain3DAssets" format=3] [gd_resource type="Terrain3DAssets" load_steps=7 format=3]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/rock_albedo.png" id="1_rock"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/grass_albedo.png" id="2_grass"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/soil_albedo.png" id="3_soil"]
[sub_resource type="Terrain3DTextureAsset" id="Texture_rock"]
name = "Limestone"
albedo_texture = ExtResource("1_rock")
normal_texture = ExtResource("1_rock")
normal_depth = 0.0
uv_scale = 0.18
detiling_rotation = 0.12
[sub_resource type="Terrain3DTextureAsset" id="Texture_grass"]
name = "Valley Grass"
id = 1
albedo_texture = ExtResource("2_grass")
normal_texture = ExtResource("2_grass")
normal_depth = 0.0
uv_scale = 0.16
detiling_rotation = 0.18
[sub_resource type="Terrain3DTextureAsset" id="Texture_soil"]
name = "Warm Soil"
id = 2
albedo_texture = ExtResource("3_soil")
normal_texture = ExtResource("3_soil")
normal_depth = 0.0
uv_scale = 0.2
detiling_rotation = 0.1
[resource] [resource]
texture_list = Array[Terrain3DTextureAsset]([SubResource("Texture_rock"), SubResource("Texture_grass"), SubResource("Texture_soil")])
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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://d0ihxulegsl2w"
path="res://.godot/imported/grass_albedo.png-d561326727ac4b17c40015cc1a0f2d80.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://terrain/jajce/textures/grass_albedo.png"
dest_files=["res://.godot/imported/grass_albedo.png-d561326727ac4b17c40015cc1a0f2d80.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cf16txygbbyqb"
path="res://.godot/imported/rock_albedo.png-79acf4ac9e1b72da4ea4de6be8601de9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://terrain/jajce/textures/rock_albedo.png"
dest_files=["res://.godot/imported/rock_albedo.png-79acf4ac9e1b72da4ea4de6be8601de9.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b75t0ego2sdja"
path="res://.godot/imported/soil_albedo.png-ea48d391fd40c4b02fb09bdb7bd9897d.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://terrain/jajce/textures/soil_albedo.png"
dest_files=["res://.godot/imported/soil_albedo.png-ea48d391fd40c4b02fb09bdb7bd9897d.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+29
View File
@@ -22,9 +22,26 @@ func _run() -> void:
terrain.data_directory == "res://terrain/jajce/data", terrain.data_directory == "res://terrain/jajce/data",
"Terrain3D should use dedicated Jajce data" "Terrain3D should use dedicated Jajce data"
) )
_check(
terrain.assets.get_texture_count() == 3,
"Jajce terrain should expose its bounded three-material palette (found %s)"
% terrain.assets.get_texture_count()
)
_check(
absf(terrain.data.get_height(Vector3.ZERO)) < 0.1,
"Central gameplay area should remain level for current navigation"
)
_check(
terrain.data.get_height(Vector3(-72, 0, 18)) > 10.0,
"Authored terrain should raise the western fortress ridge"
)
_check(world.has_node("WaterRoot"), "JajceWorld should expose WaterRoot") _check(world.has_node("WaterRoot"), "JajceWorld should expose WaterRoot")
_check(world.has_node("VillageRoot"), "JajceWorld should expose VillageRoot") _check(world.has_node("VillageRoot"), "JajceWorld should expose VillageRoot")
_check(world.has_node("FoliageRoot"), "JajceWorld should expose FoliageRoot") _check(world.has_node("FoliageRoot"), "JajceWorld should expose FoliageRoot")
_check(
world.get_node("FoliageRoot").get_child_count() >= 10,
"JajceWorld should include restrained authored foliage clusters"
)
_check( _check(
world.has_node("GreyboxLandmarks/FortressBlockout"), world.has_node("GreyboxLandmarks/FortressBlockout"),
"Greybox should include the fortress landmark" "Greybox should include the fortress landmark"
@@ -33,6 +50,18 @@ func _run() -> void:
world.has_node("WaterRoot/WaterfallGreybox"), world.has_node("WaterRoot/WaterfallGreybox"),
"Greybox should include the waterfall drop" "Greybox should include the waterfall drop"
) )
_check(
world.has_node("WaterRoot/WaterfallFoam")
and world.has_node("WaterRoot/Mist_01"),
"Waterfall should include readable foam and mist layers"
)
var environment: Environment = (
world.get_node("WorldEnvironment") as WorldEnvironment
).environment
_check(
environment.fog_enabled and environment.sky != null,
"Jajce environment should provide sky and restrained valley fog"
)
_check( _check(
world.has_node("VillageRoot/MillBlockout") world.has_node("VillageRoot/MillBlockout")
and world.has_node("VillageRoot/BridgeBlockout"), and world.has_node("VillageRoot/BridgeBlockout"),
+132
View File
@@ -0,0 +1,132 @@
extends SceneTree
const MAP_SIZE := 512
const HALF_SIZE := MAP_SIZE / 2
const HEIGHT_SCALE := 40.0
const DATA_DIRECTORY := "res://terrain/jajce/data"
const TEXTURE_DIRECTORY := "res://terrain/jajce/textures"
func _initialize() -> void:
call_deferred("_generate")
func _generate() -> void:
DirAccess.make_dir_recursive_absolute(
ProjectSettings.globalize_path(TEXTURE_DIRECTORY)
)
_generate_texture("grass_albedo.png", Color("#516f36"), Color("#79924c"), 17)
_generate_texture("soil_albedo.png", Color("#65513b"), Color("#92734d"), 29)
_generate_texture("rock_albedo.png", Color("#55534f"), Color("#89847b"), 43)
var terrain := Terrain3D.new()
terrain.region_size = 256
root.add_child(terrain)
await process_frame
var height_map := Image.create_empty(
MAP_SIZE,
MAP_SIZE,
false,
Image.FORMAT_RF
)
var noise := FastNoiseLite.new()
noise.seed = 1943
noise.frequency = 0.018
noise.fractal_octaves = 4
noise.fractal_gain = 0.45
for image_z in MAP_SIZE:
for image_x in MAP_SIZE:
var world_x := float(image_x - HALF_SIZE)
var world_z := float(image_z - HALF_SIZE)
var distance := Vector2(world_x, world_z).length()
var outside_play_area := smoothstep(20.0, 52.0, distance)
var ridge := 28.0 * _elliptical_peak(
world_x,
world_z,
-72.0,
18.0,
72.0,
48.0
)
var eastern_hill := 15.0 * _elliptical_peak(
world_x,
world_z,
105.0,
65.0,
110.0,
90.0
)
var southern_hill := 11.0 * _elliptical_peak(
world_x,
world_z,
-35.0,
-125.0,
130.0,
85.0
)
var river_trench := -5.0 * exp(
-pow((world_x - 25.0) / 18.0, 2.0)
)
var broad_slope := maxf(0.0, (-world_x - 30.0) * 0.035)
var detail := noise.get_noise_2d(world_x, world_z) * 2.4
var height := (
ridge
+ eastern_hill
+ southern_hill
+ river_trench
+ broad_slope
+ detail
) * outside_play_area
height_map.set_pixel(
image_x,
image_z,
Color(height / HEIGHT_SCALE, 0.0, 0.0, 1.0)
)
terrain.data.import_images(
[height_map, null, null],
Vector3(-HALF_SIZE, 0.0, -HALF_SIZE),
0.0,
HEIGHT_SCALE
)
terrain.data.save_directory(DATA_DIRECTORY)
print("[TerrainGenerator] Generated bounded Jajce terrain and textures")
quit(0)
func _elliptical_peak(
x: float,
z: float,
center_x: float,
center_z: float,
width: float,
depth: float
) -> float:
return exp(
-(
pow((x - center_x) / width, 2.0)
+ pow((z - center_z) / depth, 2.0)
)
)
func _generate_texture(
file_name: String,
dark_color: Color,
light_color: Color,
seed_value: int
) -> void:
var noise := FastNoiseLite.new()
noise.seed = seed_value
noise.frequency = 0.035
noise.fractal_octaves = 3
var image := Image.create_empty(256, 256, false, Image.FORMAT_RGBA8)
for y in image.get_height():
for x in image.get_width():
var value := noise.get_noise_2d(x, y) * 0.5 + 0.5
var color := dark_color.lerp(light_color, value)
color.a = value
image.set_pixel(x, y, color)
image.generate_mipmaps()
var path := TEXTURE_DIRECTORY.path_join(file_name)
var error := image.save_png(path)
if error != OK:
push_error("Could not write terrain texture: " + path)
+1
View File
@@ -0,0 +1 @@
uid://cvcgl6q54kq2v
+119 -9
View File
@@ -1,10 +1,21 @@
[gd_scene load_steps=21 format=3] [gd_scene load_steps=27 format=3]
[ext_resource type="Terrain3DAssets" path="res://terrain/jajce/assets.tres" id="1_assets"] [ext_resource type="Terrain3DAssets" path="res://terrain/jajce/assets.tres" id="1_assets"]
[ext_resource type="PackedScene" path="res://world/resource_nodes/ResourceNode.tscn" id="2_resource"] [ext_resource type="PackedScene" path="res://world/resource_nodes/ResourceNode.tscn" id="2_resource"]
[ext_resource type="Script" path="res://world/jajce/jajce_world.gd" id="3_world"] [ext_resource type="Script" path="res://world/jajce/jajce_world.gd" id="3_world"]
[ext_resource type="PackedScene" path="res://world/jajce/StylizedTree.tscn" id="4_tree"]
[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"] [sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"]
_shader_parameters = {
"auto_base_texture": 1,
"auto_overlay_texture": 0,
"auto_slope": 0.72,
"blend_sharpness": 0.82,
"enable_macro_variation": true,
"macro_variation1": Color(0.9, 0.94, 0.82, 1),
"macro_variation2": Color(0.76, 0.81, 0.7, 1),
"macro_variation_slope": 0.38
}
world_background = 0 world_background = 0
auto_shader = true auto_shader = true
@@ -22,8 +33,13 @@ albedo_color = Color(0.34, 0.31, 0.27, 1)
albedo_color = Color(0.42, 0.5, 0.29, 1) albedo_color = Color(0.42, 0.5, 0.29, 1)
[sub_resource type="StandardMaterial3D" id="Material_water"] [sub_resource type="StandardMaterial3D" id="Material_water"]
albedo_color = Color(0.16, 0.43, 0.62, 0.78) albedo_color = Color(0.12, 0.39, 0.55, 0.72)
transparency = 1 transparency = 1
metallic = 0.18
roughness = 0.12
emission_enabled = true
emission = Color(0.05, 0.19, 0.24, 1)
emission_energy_multiplier = 0.45
[sub_resource type="StandardMaterial3D" id="Material_building"] [sub_resource type="StandardMaterial3D" id="Material_building"]
albedo_color = Color(0.62, 0.48, 0.32, 1) albedo_color = Color(0.62, 0.48, 0.32, 1)
@@ -63,12 +79,51 @@ size = Vector3(8, 0.5, 3)
material = SubResource("Material_water") material = SubResource("Material_water")
size = Vector3(5, 10, 0.5) size = Vector3(5, 10, 0.5)
[sub_resource type="StandardMaterial3D" id="Material_foam"]
albedo_color = Color(0.82, 0.94, 0.94, 0.85)
transparency = 1
roughness = 0.25
emission_enabled = true
emission = Color(0.36, 0.52, 0.54, 1)
emission_energy_multiplier = 0.35
[sub_resource type="BoxMesh" id="Mesh_foam"]
material = SubResource("Material_foam")
size = Vector3(5.5, 0.12, 2.2)
[sub_resource type="StandardMaterial3D" id="Material_mist"]
albedo_color = Color(0.82, 0.91, 0.92, 0.16)
transparency = 1
shading_mode = 0
[sub_resource type="SphereMesh" id="Mesh_mist"]
material = SubResource("Material_mist")
radius = 2.8
height = 4.0
[sub_resource type="ProceduralSkyMaterial" id="SkyMaterial_jajce"]
sky_top_color = Color(0.23, 0.43, 0.62, 1)
sky_horizon_color = Color(0.82, 0.68, 0.5, 1)
ground_bottom_color = Color(0.12, 0.17, 0.12, 1)
ground_horizon_color = Color(0.62, 0.55, 0.42, 1)
sun_angle_max = 18.0
[sub_resource type="Sky" id="Sky_jajce"]
sky_material = SubResource("SkyMaterial_jajce")
[sub_resource type="Environment" id="Environment_greybox"] [sub_resource type="Environment" id="Environment_greybox"]
background_mode = 1 background_mode = 2
background_color = Color(0.55, 0.72, 0.82, 1) sky = SubResource("Sky_jajce")
ambient_light_source = 2 ambient_light_source = 3
ambient_light_color = Color(1, 0.9, 0.78, 1) ambient_light_color = Color(0.88, 0.83, 0.73, 1)
ambient_light_energy = 0.55 ambient_light_energy = 0.62
reflected_light_source = 2
tonemap_mode = 2
fog_enabled = true
fog_light_color = Color(0.7, 0.76, 0.74, 1)
fog_light_energy = 0.65
fog_density = 0.0025
fog_sky_affect = 0.35
[node name="JajceWorld" type="Node3D"] [node name="JajceWorld" type="Node3D"]
script = ExtResource("3_world") script = ExtResource("3_world")
@@ -89,6 +144,7 @@ top_level = true
[node name="GreyboxGround" type="StaticBody3D" parent="NavigationRegion3D"] [node name="GreyboxGround" type="StaticBody3D" parent="NavigationRegion3D"]
[node name="Mesh" type="MeshInstance3D" parent="NavigationRegion3D/GreyboxGround"] [node name="Mesh" type="MeshInstance3D" parent="NavigationRegion3D/GreyboxGround"]
visible = false
mesh = SubResource("Mesh_ground") mesh = SubResource("Mesh_ground")
[node name="Collision" type="CollisionShape3D" parent="NavigationRegion3D/GreyboxGround"] [node name="Collision" type="CollisionShape3D" parent="NavigationRegion3D/GreyboxGround"]
@@ -115,13 +171,27 @@ mesh = SubResource("Mesh_terrace")
[node name="WaterRoot" type="Node3D" parent="."] [node name="WaterRoot" type="Node3D" parent="."]
[node name="RiverGreybox" type="MeshInstance3D" parent="WaterRoot"] [node name="RiverGreybox" type="MeshInstance3D" parent="WaterRoot"]
position = Vector3(25, 0.08, 0) position = Vector3(25, 0.12, 0)
mesh = SubResource("Mesh_river") mesh = SubResource("Mesh_river")
[node name="WaterfallGreybox" type="MeshInstance3D" parent="WaterRoot"] [node name="WaterfallGreybox" type="MeshInstance3D" parent="WaterRoot"]
position = Vector3(25, 5, -24) position = Vector3(25, 5, -24)
mesh = SubResource("Mesh_waterfall") mesh = SubResource("Mesh_waterfall")
[node name="WaterfallFoam" type="MeshInstance3D" parent="WaterRoot"]
position = Vector3(25, 0.22, -20.5)
mesh = SubResource("Mesh_foam")
[node name="Mist_01" type="MeshInstance3D" parent="WaterRoot"]
position = Vector3(24, 1.7, -20)
scale = Vector3(1.5, 0.55, 1)
mesh = SubResource("Mesh_mist")
[node name="Mist_02" type="MeshInstance3D" parent="WaterRoot"]
position = Vector3(27, 2.2, -22)
scale = Vector3(1.1, 0.4, 0.8)
mesh = SubResource("Mesh_mist")
[node name="VillageRoot" type="Node3D" parent="."] [node name="VillageRoot" type="Node3D" parent="."]
[node name="House_01" type="MeshInstance3D" parent="VillageRoot"] [node name="House_01" type="MeshInstance3D" parent="VillageRoot"]
@@ -146,6 +216,44 @@ mesh = SubResource("Mesh_bridge")
[node name="FoliageRoot" type="Node3D" parent="."] [node name="FoliageRoot" type="Node3D" parent="."]
[node name="Tree_West_01" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(-33, 0, -15)
scale = Vector3(1.25, 1.25, 1.25)
[node name="Tree_West_02" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(-29, 0, -21)
scale = Vector3(0.9, 0.9, 0.9)
[node name="Tree_West_03" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(-38, 0, 2)
scale = Vector3(1.4, 1.4, 1.4)
[node name="Tree_North_01" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(-2, 0, 25)
[node name="Tree_North_02" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(7, 0, 28)
scale = Vector3(1.2, 1.2, 1.2)
[node name="Tree_North_03" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(15, 0, 24)
scale = Vector3(0.85, 0.85, 0.85)
[node name="Tree_South_01" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(-16, 0, -27)
scale = Vector3(1.15, 1.15, 1.15)
[node name="Tree_South_02" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(-4, 0, -30)
[node name="Tree_River_01" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(19, 0, 18)
scale = Vector3(0.9, 0.9, 0.9)
[node name="Tree_River_02" parent="FoliageRoot" instance=ExtResource("4_tree")]
position = Vector3(31, 0, 14)
scale = Vector3(1.25, 1.25, 1.25)
[node name="WorldObjects" type="Node3D" parent="."] [node name="WorldObjects" type="Node3D" parent="."]
[node name="ResourceNodes" type="Node3D" parent="WorldObjects"] [node name="ResourceNodes" type="Node3D" parent="WorldObjects"]
@@ -192,7 +300,9 @@ position = Vector3(4, 0, 5)
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."] [node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
rotation_degrees = Vector3(-55, -35, 0) rotation_degrees = Vector3(-55, -35, 0)
light_color = Color(1, 0.87, 0.72, 1) light_color = Color(1, 0.87, 0.72, 1)
light_energy = 1.25 light_energy = 1.45
shadow_enabled = true
directional_shadow_max_distance = 180.0
[node name="WorldEnvironment" type="WorldEnvironment" parent="."] [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_greybox") environment = SubResource("Environment_greybox")
+30
View File
@@ -0,0 +1,30 @@
[gd_scene load_steps=5 format=3]
[sub_resource type="StandardMaterial3D" id="Material_trunk"]
albedo_color = Color(0.27, 0.16, 0.09, 1)
roughness = 0.95
[sub_resource type="CylinderMesh" id="Mesh_trunk"]
material = SubResource("Material_trunk")
top_radius = 0.22
bottom_radius = 0.32
height = 2.8
[sub_resource type="StandardMaterial3D" id="Material_canopy"]
albedo_color = Color(0.19, 0.38, 0.17, 1)
roughness = 0.9
[sub_resource type="SphereMesh" id="Mesh_canopy"]
material = SubResource("Material_canopy")
radius = 1.35
height = 2.4
[node name="StylizedTree" type="Node3D"]
[node name="Trunk" type="MeshInstance3D" parent="."]
position = Vector3(0, 1.4, 0)
mesh = SubResource("Mesh_trunk")
[node name="Canopy" type="MeshInstance3D" parent="."]
position = Vector3(0, 3.2, 0)
mesh = SubResource("Mesh_canopy")
+6 -2
View File
@@ -3,9 +3,13 @@ extends Node3D
@onready var terrain: Terrain3D = $TerrainRoot/Terrain3D @onready var terrain: Terrain3D = $TerrainRoot/Terrain3D
func _ready() -> void: func _ready() -> void:
call_deferred("_bind_active_camera") call_deferred("_initialize_world_presentation")
func _bind_active_camera() -> void: func _initialize_world_presentation() -> void:
var active_camera := get_viewport().get_camera_3d() var active_camera := get_viewport().get_camera_3d()
if active_camera != null: if active_camera != null:
terrain.set_camera(active_camera) terrain.set_camera(active_camera)
for tree in $FoliageRoot.get_children():
var terrain_height: float = terrain.data.get_height(tree.global_position)
if not is_nan(terrain_height):
tree.global_position.y = terrain_height