From be2e3214569dee4b10e03c15b8ac8e93c48670f1 Mon Sep 17 00:00:00 2001 From: LolloTech Date: Wed, 31 Jul 2024 16:33:24 +0200 Subject: [PATCH] Update README.md Fix typo --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index cad7cd885..6d74e320a 100644 --- a/README.md +++ b/README.md @@ -132,7 +132,7 @@ usdview map_source/prefabs/br/wz_vg/mp_wz_island/commercial/hotel_01.usd ## Terrain -All of the terrain lives in a separate branch of the tree. For many of the other prefabs, loading a subsection of the terrain is needed to get the full picture. By default, the ```caldera.usda``` will load a simplified version of the terrain for the entire map. All the children under the "st_main" prim have a variant set called "district_lod" to switch between the simple and full representation. The clutter ( small items scattered around the terrain ) have their "purpose" se to render, so they can be turned on and off with a global setting. +All of the terrain lives in a separate branch of the tree. For many of the other prefabs, loading a subsection of the terrain is needed to get the full picture. By default, the ```caldera.usda``` will load a simplified version of the terrain for the entire map. All the children under the "st_main" prim have a variant set called "district_lod" to switch between the simple and full representation. The clutter ( small items scattered around the terrain ) have their "purpose" set to render, so they can be turned on and off with a global setting. The full terrain is accessible through this scene: