Terrain is created same as other objects. The basic way is to create using Resources Window.
After creating the Terrain in a scene, the Terrain Editor tab will appear in the Ribbon. This tab includes the editing tools.
There are four geometry editing modes. After enabling one of them, the editing tool will appear in the workspace.
|The height increase. Holding down the Shift key will decrease the height.|
|The height decrease. Holding down the Shift key will increase the height.|
The editing tool settings includes form selection, size, strength and hardness.
|Circle shape tool mode.|
|Square shape tool mode.|
|Strength of impact.|
|Hardness. Determines the strength of impact depending on the distance to the center of the tool.|
There are four paint editing modes. After enabling one of them, the editing tool will appear in the workspace.
|Paint a layer. If you hold down the Shift key, the layer will be erased.|
|Erasing a layer. If you hold down the Shift key, the layer will be painted.|
|Blur paint layer.|
|Alignment to the selected value.|
|The list of layers to paint.|
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.
In addition to the main material, terrain supports paint layers. They can be applied to the surface of the landscape. The layer has a material and a mask.
The layer is added to the terrain as a component. To create a layer you need to select a terrain object, then add a Paint Layer object.
Next, the material is specified for the layer.
To display the layer correctly, you need to configure the material. The easiest way to configure it is to create material that is based on Base\Material templates\Paint Layer.material.
The second option is the additional configuring the existing material. To do this, set the Blend Mode property to Masked or Transparent in the material. You also need to set the Opacity property so that it uses a texture-mask. If the value of the Blend Mode property is Masked, you must also enable the Opacity Dithering property. An example of customized material can be found in Samples\Starter Content\Materials\Dirt\Dirt.material.
To paint, select the painting mode and layer in the Terrain Editor tab of the ribbon. After that, a brush circle will appear in the workspace.
As a layer mask, you can use the prepared image. To do this, specify the mask image in the Mask Image property.
The size of the layer masks can be changed. To do this, specify a new value for the size of the masks using the Paint Mask Size property. After that, click the Resize Masks button, which is located under the terrain properties.
The object supports the cutting holes on the surface. The holes can be of arbitrary shapes.
To customize cutouts, use the Holes property. A property is a list of objects in a scene that serve as cutout shapes. In order to configure a property, you need to expand it using the '+' button, specify the Count property and configure list items. For the changes to take effect, you need to click the Update button, which is located under the properties.
In order to see the changes, you need to hide the form objects using the Visible property.
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.
|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.|
|Holes||The list of objects that are shapes for cutting holes.|
|Holes Enabled||Whether to enable holes.|
|Visible||Whether the object is visible in the scene.|
|Material||Base material of a terrain.|
|Material UV0||The number of UV tiles per unit.|
|Material UV1||The number of UV tiles per unit.|
|Paint Mask Size||Resolution of the paint masks of the layers.|
|Cast Shadows||Whether to cast shadows on the other surfaces.|
|Receive Decals||Whether it is possible to 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 relative velocity to initial relative velocity of the rigidbody after collision.|
|Tile Size||The size of internal tile cells. These cells divide the entire geometry of the landscape into pieces.|
|LODEnabled||Whether to enable level of detail.|
|LODDistance||The distance from the previous to the next level of detail.|