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Stamps can pull their data from different places, and write that into the Voxel World in diferent ways. one of two 'domains'; they can write as Height data, or they can write Volume data.
INFO
When talking about stamp 'performance', we specifically mean generation performance - so the time it takes for the world to generate.

Height Stamps
Height stamps - are most similar to working with traditional landscapes:
- The shape of the terrain is represented by a straight-forward 'height' value.
- The terrain data is handled as a top-down view of the world
- One value for every XY position in the world - so no variation per Z.
- Cheaper to generate because there are fewer positions to compute.
INFO
Metadata and Surface Types are stored in the same domain as the Shape; if a height stamp writes Surface Type data, it'll be applied for every Z.
Heightmap Stamps
These stamps take a Heightmap asset, and read the information from it to generate the world. This includes the height, but also Surface Types and Metadata (through weightmaps).

The Heightmap asset takes in regular texture objects, both for the height and weightmaps. You can add additional weightmap layers by clicking the Add button at the top of the asset's details panel.
Volume Stamps
Volume stamps allow for the creation of overhangs and caves:
- The shape of the terrain is represented by a 'distance' value.
- Data is fully volumetric.
- Every XYZ position in the world has its own value.