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Terrain

Terrain

Contents
Overview

An object for creating landscapes based on a heightmap.

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How to create

Terrain is created same as other objects. The basic way is to create using Resources Window.

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Terrain Editor

After creating the Terrain in a scene, the Terrain Editor tab will appear in the Ribbon. This tab includes the editing tools.

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Geometry editing

There are four geometry editing modes. After enabling one of them, the editing tool will appear in the workspace.

Name Description
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The height increase. Holding down the Shift key will decrease the height.
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The height decrease. Holding down the Shift key will increase the height.
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Surface alignment.
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Flattening mode.

The editing tool settings includes form selection, size, strength and hardness.

Name Description
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Circle shape tool mode.
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Square shape tool mode.
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Tool size.
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Strength of impact.
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Hardness. Determines the strength of impact depending on the distance to the center of the tool.
Material

Material is customized using two properties, Material and Material UV Tiles Per Unit. The first property determines the material, the second one - its tension on the surface.

To configure the material, you need to press the button in the Material property and select the desired material. Another method is to press the button and select the desired material, holding the mouse button.

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Paint

[Waiting for implementation]

Import of height map

A heightmap can be imported. To do this, create a terrain, set the Heightmap Size property, and save the scene. A folder named like 'File.scene_Files\$Terrain', which contains the Heightmap.exr file, will appear in the folder with the scene file. You can replace the heightmap file with another, after that you need to reload the scene in the editor. Supported formats are Float32R and Float32RGBA.

Properties
Name Description
Position The position of the object in the scene.
Horizontal Size The size along the axes X and Y.
Heightmap Size Resolution of the height map.
Visible Whether the object is visible in scene.
Material Base material of a terrain.
Material UVTiles Per Unit The number of UV tiles per segment.
Cast Shadows Whether to cast shadows on the other surfaces.
Receive Decals Whether to can apply decals the surface.
Collision Whether to have a collision body.
Collision Material The physical material used by the rigidbody.
Collision Friction Mode The type of friction applied on the rigidbody.
Collision Friction The amount of friction applied on the rigidbody.
Collision Anisotropic Friction The amount of directional friction applied on the rigidbody.
Collision Spinning Friction The amount of friction applied when rigidbody is spinning.
Collision Rolling Friction The amount of friction applied when rigidbody is rolling.
Collision Restitution The ratio of the final to initial relative velocity of the rigidoby after collision.
See also
FogBillboard