On the RollupBar, click Modify from the tab shown below:
This will display the Brush Settings dialog box.
The type of terrain modification brush used to edit your terrain can be set here. There are three types of brushes that you can use to edit terrain: Flatten, Smooth, and Rise/Lower.
Flatten will flatten the terrain to a given height and diameter, Smooth will smooth over sharp gradients, and Rise/Lower increases or decreases the terrain height.
You can also use the Pick Height tool to select a height from the world to use for the flatten brush.
The various Terrain editing settings on the Rollup Bar include:
The outer edge of the area of effect of your terrain modification brush.
Sync Radius for all Types
Checking this check box will set the same outer radius across the Flatten, Smooth and Rise/Lower brushes.
The inner edge of the area of effect of your terrain modification brush.
How strong the effect of the brush is, the higher the value, the stronger the effect.
The height at which your brush will modify terrain. For the Flatten brush, this is the height the terrain will be flattened to.
Enables/disables random terrain variance effect in the brush.
The strength of the noise effect, a higher scale will give more noise.
How often the noise effect is applied.
Checking this check box will re-align objects with any terrain edited, keeping it on the top.
Checking this check box will re-align vegetation with the terrain as it is edited, keeping the vegetation on top.
There are three types of brushes that you can use to edit terrain: Flatten, Smooth, and Rise/Lower.
Important Brush Options
On the Brush Settings menu, there are several sliders that you can use to modify the brush.
The Outside Radius slider changes the size of the brush.
|1m Radius||6m Radius|
To flatten the terrain, you need to select a height with the Height slider Height slider in the Modify Terrain panel.
Alternatively, with the Flatten Brush selected, hold the Ctrl key and click anywhere on the terrain to automatically select the height of the terrain at the specified point.
Now, click and hold down the mouse button in the Perspective viewport and move the mouse pointer around.
The terrain will be flattened to the picked height, over where the brush moves.
|Terrain height differences shown||Terrain height matches after terrain is modified|
The Smooth Brush
The Smooth brush makes a sharp terrain smoother and softer. Activate the Smooth brush by selecting the button in the Rollup Bar.
Holding down Shift whilst using the flatten brush will also switch the brush functionality to smoothing.
In the Perspective viewport, click and hold down the mouse button and move the mouse pointer around to smooth an area of terrain.
Activate the Rise/Lower brush by selecting the Rise/Lower button in the Rollup Bar.
Click and hold down the mouse button in the Perspective viewport and move the mouse pointer around.
Meters Per Unit represents the distance between two vertices (lying on a perpendicular grid) in meters. Adjusting the Meters Per Unit will change the size of the heightmap.
Changing the Meters Per Unit to 1 will make the terrain more detailed and changing to a higher value will make the terrain less detailed allowing you to create a bigger level with the same base heightmap resolution.
The default setting of 2 means that every 2 meters there is a new point.
|The resize operation should be seen more as a canvas size operation not a scale operation, so if you reduce the size of you map, your map will be cropped to the new dimensions starting from 0,0 on the grid. |
When using this option only the terrain is changed, and objects and vegetation must either be deleted or moved to the new location.
The Holes tool is used for making geometrical holes in both the physical and visual mesh of the terrain. It is useful for creating areas beneath, or inside the terrain of the level.
These holes can be "filled" again with geometry from a Digital Content Creation (DCC) Tool or with Voxel objects, such as rock brushes or vegetation objects. See the Forest sample level Cave area for an example.
- The Make Hole button allows you to disable areas of geometry from the terrain. The heightmap geometry is not removed however, it is hidden and the physics are disabled for the hole section.
- The Remove Hole button will restore the physics and rendering for any area of the terrain where a hole has been made.
Use holes to set up voxel cave systems, but make sure there are no gaps between the terrain and the voxel area, such a gap would create a hole in the collision setup and the player might be able to fall under the heightmap.
The Holes tool can be found under RollUp Bar RollupBar > Terrain > Holes.
Holes Tool Properties
Make Hole tool
Select the Make Hole tool and move the mouse over your terrain.
You can change the size of the hole you wish to make by adjusting the Brush Radius, left click to create a hole.
|Before creating a hole||After creating a hole|
Remove Hole tool
Select the Remove Hole tool and move the mouse over your terrain, click to recreate the geometry previously removed.
When removing holes, note that you're limited to one terrain unit adjacent to existing terrain.
|Adjacent terrain unit holes removed||All holes removed|
Move Area Tool
See Move Area for more information.
As you can see in the image below, with a little practice, it is possible to create realistic and interesting terrain. Creating a nice terrain setup is a good, first step in the creation of a level. Therefore, it is well worth it to take the time and practice a little.
Use the modify terrain tools and various types of brushes.