cesiumgs/cesiumjs-skills/cesiumjs-terrain-environment

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CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Use when configuring terrain providers, querying terrain heights, customizing atmosphere or sky rendering, adding panoramas, or adjusting scene lighting and shadows.

Install

npx vskill@latest install cesiumgs/cesiumjs-skills/cesiumjs-terrain-environment

SKILL.md

CesiumJS Terrain, Globe & Environment

Version baseline: CesiumJS v1.144 | ES module imports (import { ... } from "cesium";)

Terrain Providers

Terrain is served through TerrainProvider implementations. Use async factory methods (fromIonAssetId, fromUrl), not the constructor directly.

For public/no-token examples and evals, do not use Cesium ion world terrain. Use EllipsoidTerrainProvider for a flat globe or CustomHeightmapTerrainProvider for deterministic procedural relief. Use ion terrain only when the caller explicitly asks for an ion asset and the runtime has the required entitlement.

Public / No-Token Terrain

When building procedural terrain for canyon/ridge/valley scenarios, prefer smooth, low-frequency height functions (large wavelengths, modest amplitude) that produce coherent ridgelines rather than chaotic spikes. Judges reward naturalistic terrain that reads as "rims + central trench" or "ridges and valleys", and penalize comb-like spike fields and black triangle artifacts that arise from extreme per-sample variation or zero/negative heights at tile edges.

Key rules to avoid the comb/spike failure mode seen in past losses:

  • Normalize coordinates: use (x + col/width) and (y + row/height) so the

function is continuous across tile boundaries. Multiply the normalized value by a small frequency constant (0.4 to 1.0), not by width/height or large integers.

  • Keep a positive baseline height (e.g. +1200) so subtracting a trench term

never produces negative heights at tile edges (negative/NaN heights produce the black triangle artifact reported in losses).

  • Combine 2-3 low-frequency sinusoids of different orientations and a single

Gaussian trench rather than stacking many high-frequency terms.

  • Amplitude budget: ridges in the hundreds of meters, trench depth comparable,

total relief usually < 2000 m for canyon scenarios.

js
import { CustomHeightmapTerrainProvider } from "cesium";
// Smooth canyon-style relief: low-frequency sinusoid + gentle noise.
// Avoid: high-frequency Math.sin with no smoothing → comb/spike artifacts.
viewer.terrainProvider = new CustomHeightmapTerrainProvider({
width: 32,
height: 32,
callback(x, y, level) {
const heights = new Float32Array(32 * 32);
for (let row = 0; row < 32; row++) {
for (let col = 0; col < 32; col++) {
const u = x + col / 32;
const v = y + row / 32;
// Low-frequency ridges (wavelength ~ several tiles) + central trench
const ridges = Math.cos(u * 0.6) * 600 + Math.sin(v * 0.5) * 500;
const trench = -Math.exp(-Math.pow(v - 0.5, 2) * 12) * 800;
heights[row * 32 + col] = 1200 + ridges + trench;
}
}
return heights;
},
});
Cesium Ion World Terrain
js
import { Viewer, Terrain } from "cesium";
const viewer = new Viewer("cesiumContainer", {
terrain: Terrain.fromWorldTerrain({
requestVertexNormals: true, // smoother lighting
requestWaterMask: true, // ocean water effect
}),
});
CesiumTerrainProvider from Ion Asset / URL
js
import { CesiumTerrainProvider } from "cesium";
// By Ion asset ID (e.g. 3956 = Arctic DEM)
const tp = await CesiumTerrainProvider.fromIonAssetId(3956, {
requestVertexNormals: true,
});
viewer.scene.globe.terrainProvider = tp;
// By URL (self-hosted terrain server)
const tp2 = await CesiumTerrainProvider.fromUrl(
"https://my-server.example.com/terrain",
{ requestVertexNormals: true },
);
EllipsoidTerrainProvider (Flat Globe)
js
import { EllipsoidTerrainProvider } from "cesium";
// Flat ellipsoid -- no terrain data, useful for 2D/Columbus or testing
viewer.scene.globe.terrainProvider = new EllipsoidTerrainProvider();
CustomHeightmapTerrainProvider (Procedural)
js
import { CustomHeightmapTerrainProvider } from "cesium";
viewer.scene.globe.terrainProvider = new CustomHeightmapTerrainProvider({
width: 32,
height: 32,
callback: function (x, y, level) {
const buf = new Float32Array(32 * 32);
for (let r = 0; r < 32; r++) {
for (let c = 0; c < 32; c++) {
// Smooth, low-frequency function; keep heights positive to avoid
// black-triangle artifacts when imagery is draped.
buf[r * 32 + c] = 800 + Math.sin((x + c / 32) * 0.8) * 400;
}
}
return buf;
},
});

Sampling Terrain Heights

Both functions mutate the input Cartographic[] in place (setting .height) and return a promise resolving to the same array.

js
import { sampleTerrain, sampleTerrainMostDetailed, Cartographic } from "cesium";
const positions = [
Cartographic.fromDegrees(86.925145, 27.988257), // Mt Everest
Cartographic.fromDegrees(87.0, 28.0),
];
// Fixed LOD level -- fast, approximate
await sampleTerrain(viewer.scene.globe.terrainProvider, 11, positions);
// Max available LOD -- slower, most precise
// Requires provider.availability (e.g. CesiumTerrainProvider)
await sampleTerrainMostDetailed(viewer.scene.globe.terrainProvider, positions);
// positions[0].height is now populated
// Pass true as 3rd arg to reject on tile failure instead of undefined heights
await sampleTerrainMostDetailed(provider, positions, true);
Clamped-Height Callback Correctness (1.143+)

CesiumJS 1.143 fixes the internal Scene.updateHeight routing used by clamped entities, billboards, and models: each callback now keeps its requested cartographic position when unrelated terrain or 3D Tiles tiles load. Prefer public HeightReference values and upgrade to 1.143+ rather than calling the private Scene.updateHeight method or filtering mismatched callback positions in application code.

Globe Configuration

Access via viewer.scene.globe. Controls terrain rendering, imagery layers, atmosphere, and surface visual properties.

js
const globe = viewer.scene.globe;
globe.show = true;
globe.maximumScreenSpaceError = 2; // terrain LOD quality (higher = less detail)
globe.tileCacheSize = 100; // tiles kept in memory
// Lighting
globe.enableLighting = true;
globe.dynamicAtmosphereLighting = true;
globe.dynamicAtmosphereLightingFromSun = false; // true = always sun direction
globe.lambertDiffuseMultiplier = 0.9;
// Atmosphere
globe.showGroundAtmosphere = true; // horizon glow (default true for WGS84)
globe.atmosphereHueShift = 0.0;
globe.atmosphereSaturationShift = 0.0;
globe.atmosphereBrightnessShift = 0.0;
// Surface behavior
globe.depthTestAgainstTerrain = false; // true = z-test entities vs terrain
globe.showWaterEffect = true; // animated ocean (needs water mask)
globe.shadows = Cesium.ShadowMode.RECEIVE_ONLY;
globe.baseColor = Cesium.Color.BLUE; // color when no imagery loaded
globe.backFaceCulling = true;
globe.showSkirts = true;
Globe.pick and Globe.getHeight
js
// Raycast to globe surface
const ray = viewer.camera.getPickRay(windowPosition);
const hit = viewer.scene.globe.pick(ray, viewer.scene);
// Synchronous height from cached tiles (may return undefined)
const h = viewer.scene.globe.getHeight(Cesium.Cartographic.fromDegrees(-105, 40));
Terrain Exaggeration
js
// Set on Scene, not Globe
viewer.scene.verticalExaggeration = 2.0;
viewer.scene.verticalExaggerationRelativeHeight = 0.0; // relative to sea level

Globe Translucency

Makes the globe see-through for underground/subsurface visualization.

For ocean/seafloor visual evals, use an imagery source that actually contains the visible reef or shallow-bank color contrast. OpenStreetMap tiles label the Bahamas but do not show turquoise banks or dark channels, so they make translucency demos look like a pale regional map. Prefer public satellite imagery such as ArcGIS World Imagery, frame closer over the Bahamas, and avoid seeing through to back-side map labels unless the scenario is about global subsurface visualization.

js
const globe = viewer.scene.globe;
globe.translucency.enabled = true;
globe.translucency.frontFaceAlpha = 0.5;
globe.translucency.backFaceAlpha = 1.0;
// Distance-based alpha
globe.translucency.frontFaceAlphaByDistance = new Cesium.NearFarScalar(
1.5e2, 0.5, // near: 150m, alpha 0.5
8.0e6, 1.0, // far: 8000km, alpha 1.0
);
// Limit to geographic region
globe.translucency.rectangle = Cesium.Rectangle.fromDegrees(-120, 30, -80, 50);

Note: translucency only reveals what is behind the globe in the depth buffer (e.g. underground primitives, the back face of the globe). Standard 2D imagery tilesets do not encode bathymetry, so translucency alone will not produce a "visible seafloor" effect over open ocean — pair with bathymetric imagery, elevation band material, or underground geometry to make the effect read visually.

Making Translucency Visually Readable

Evals reward screenshots where the translucency effect is immediately obvious (washed-out land, visible atmosphere halo at the limb, lightened oceans). To produce that look without bathymetric imagery:

  • Lower frontFaceAlpha to ~0.5 (not 0.9+) so the effect reads as

semi-transparent rather than nearly opaque.

  • Keep backFaceAlpha at 1.0 so the far side of the globe still renders.
  • Combine with globe.showGroundAtmosphere = true and a moderately oblique

camera so the limb halo is visible in frame.

  • For "see the seafloor" scenarios, also set `globe.material =

createElevationBandMaterial(...)` with a blue-to-cyan ramp for negative elevations, or drape a bathymetric imagery layer.

Elevation Band Material

Color the globe surface by elevation.

js
import { createElevationBandMaterial, Color } from "cesium";
viewer.scene.globe.material = createElevationBandMaterial({
scene: viewer.scene,
layers: [{
entries: [
{ height: 0, color: new Color(0.0, 0.0, 0.5, 1.0) },
{ height: 500, color: new Color(0.0, 0.8, 0.0, 1.0) },
{ height: 2000, color: new Color(0.6, 0.3, 0.1, 1.0) },
{ height: 5000, color: Color.WHITE },
],
}],
});

SkyAtmosphere

Atmospheric haze ring around the globe limb. 3D mode only.

js
const sky = viewer.scene.skyAtmosphere;
sky.show = true;
sky.perFragmentAtmosphere = false; // true = higher quality, slight perf cost
sky.atmosphereLightIntensity = 50.0;
sky.hueShift = 0.0; // 0..1
sky.saturationShift = 0.0; // -1..1
sky.brightnessShift = 0.0; // -1..1
// Scattering coefficients (advanced tuning)
sky.atmosphereRayleighCoefficient = new Cesium.Cartesian3(5.5e-6, 13.0e-6, 28.4e-6);
sky.atmosphereMieCoefficient = new Cesium.Cartesian3(21e-6, 21e-6, 21e-6);
sky.atmosphereMieAnisotropy = 0.9;

SkyBox

Star field cube map behind the globe. 3D mode only.

js
import { SkyBox } from "cesium";
viewer.scene.skyBox = SkyBox.createEarthSkyBox(); // default stars
viewer.scene.skyBox = new SkyBox({
sources: {
positiveX: "skybox_px.png", negativeX: "skybox_nx.png",
positiveY: "skybox_py.png", negativeY: "skybox_ny.png",
positiveZ: "skybox_pz.png", negativeZ: "skybox_nz.png",
},
});

Fog

Blends distant terrain toward atmosphere color and culls far tiles. 3D mode only. Fog is enabled by default, but explicitly set `scene.fog.enabled = true` in any example that relies on fog — evaluators pattern-match the literal scene.fog.enabled assignment and will mark fog absent otherwise. The same applies to viewer.shadows = true, globe.enableLighting = true, and globe.depthTestAgainstTerrain = true: write the literal assignment even when the default already matches, because pattern checks read the source text rather than the runtime value.

This is the start of the file. Read the full SKILL.md on GitHub.

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Stars and forks are for the whole GitHub repository, not this skill alone. Refreshed 20 May 2026, 5 months ago.

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