One aspect of the terrain is the ability to sculpt the terrain by hand even after having been procedurally created, allowing for designers to get the best results possible through the iteration of development. By default you will likely use the raise, lower, and smooth functions in the sculpting tool to create most of your terrain.
You will also notice that the terrain brush is supplied with several attributes that help define the radius and height of the sculpted terrain on the desired result. Likewise you can also define the hardness of the stroke to help your peak and dips be smoother and the following descriptions explain what each attribute does:
- Outside Radius - Widest edge where the sculpting can be influenced
- Inside Radius - The inner radius where the value is set to full
- Hardness - A mathematical ratio that could be related as .5 would take two clicks to be full intensity at 1.
- Height - The default height which can be set through the hotkey (CTRL+LMB)
Within the sculpting tool is also a feature called terrain displacement which allows you to import a heightmap as a stamp and directly displace the terrain in the shape of the terrain the black and white map derived from.
How to Sculpt Your Terrain
You need to follow these below mentioned steps to import a project:
- Create Object->Brush
- Browse to Objects->Natural->Rocks->forest-monoliths folder
- Double-click the forest_monolith_c.cgf and drag the objects into your Perspective Viewport.