Contents
Manual home
Start here
Guides
Getting around
Making objects
Terrain, water and sky
Materials and light
Rendering and export
Loop Studio
Files and purchases
Concepts
Reference
Troubleshooting
Reference

Terrain settings, brushes and filters

A selected terrain has five sections of its own in the INSPECTOR, TERRAIN, HEIGHTFIELD, NOISE, TERRAIN SHADING and EDITOR, above ORGANIC, SHADING and TRANSFORM. EDIT TERRAIN… in EDITOR opens the TERRAIN EDITOR, with its brushes and filters.

A terrain is a square grid of heights. The NOISE settings are the recipe that builds the grid, and brush strokes and filters change the heights in it directly. Changing the recipe builds the grid again and erases that sculpting, and the tables below mark each setting that does. ⌘Z brings the sculpting back.

Terrain

LabelValues and defaultEffectInteractions
WORLD EXTENT X1 m to 200 m, default 20 mThe width of the terrain along X. A wider terrain stretches the same hills over more ground.Keeps sculpting
WORLD EXTENT Z1 m to 200 m, default 20 mThe width of the terrain along ZKeeps sculpting
HEIGHT SCALE0 to 20, default 3Multiplies the height of every point. At 0 the terrain is flat.Keeps sculpting

To fit more hills into a wider terrain, raise FREQUENCY in NOISE as well.

Heightfield

LabelValues and defaultEffectInteractions
Resolution menu, unlabeled64 × 64, 128 × 128, 256 × 256 or 512 × 512; default 256 × 256The number of heights along each side. The same land is drawn in more or less detail, with 7,938, 32,258, 130,050 or 522,242 triangles. A finer grid takes longer to rebuild after each change.Erases sculpting. One undo step.

Noise

LabelValues and defaultEffectAvailabilityInteractions
Recipe menu, unlabeledMOUNTAINS, ROLLING HILLS, FOOTHILLS, PLAINS or DRAINAGE; default MOUNTAINSThe kind of land. MOUNTAINS has sharp ridges, ROLLING HILLS smooth valley floors between peaks of varied height, FOOTHILLS jagged peaks among gentler ground and PLAINS gentle, undulating ground. DRAINAGE builds a branching network of rivers and cuts a valley along each one.AlwaysErases sculpting. One undo step.
DENSITY0.50 to 8.00, default 2.00Higher values give more river channelsDRAINAGE onlyErases sculpting
CARVE DEPTH0 to 1.00, default 0.50How deep the channels cut below the ridgesDRAINAGE onlyErases sculpting
CARVE WIDTH0.02 to 0.30, default 0.10The width of the valleys as a share of the terrain's width. At 0.10 on a 20 m terrain, a valley reaches about 2 m out from its channel.DRAINAGE onlyErases sculpting
RELIEF0.20 to 2.00, default 1.00The height of the hills between the channelsDRAINAGE onlyErases sculpting
DETAIL0 to 1.00, default 0.60How much smoother the valleys are than the hillsDRAINAGE onlyErases sculpting
OCTAVES1 to 8, default 6Layers of smaller bumps on top of the larger onesAlwaysErases sculpting
LACUNARITY1.50 to 3.00, default 2.13How much finer each layer of bumps is than the one below itAlwaysErases sculpting
PERSISTENCE0.10 to 1.00, default 0.50Higher values give smoother ground, lower values rougher groundAlwaysErases sculpting
FREQUENCY0.10 to 10.00, default 1.00How many hills and peaks fit across the terrainAlwaysErases sculpting
SEED:A whole number, chosen at random for a new terrainShows the seed the land is built fromAlwaysNone
REROLLButtonPicks a new seed from 0 to 100,000 and builds new landAlwaysErases sculpting. One undo step per click.

The river network of DRAINAGE is laid out on a grid of 128 × 128 whatever the resolution, so a finer HEIGHTFIELD adds detail to the hills without adding smaller channels.

Terrain shading

These settings belong to the terrain's material. A new terrain wears the Landscape material, with zoning on and the values marked Landscape below. Choosing another material replaces them with that material's settings. None of them affects sculpting.

LabelValues and defaultEffectAvailability
ENABLE ELEVATION ZONINGOn or off. On in Landscape.Colors the surface by height with four stops. Once on, it reads ELEVATION ZONING ENABLED.Always
BANDS or STRATADefault BANDSBANDS spreads the four colors from the lowest point of the terrain to the highest. STRATA lays the ground out in beds of rock set by height in the scene.Zoning on
STOP 1 (LOW), STOP 2, STOP 3, STOP 4 (HIGH)A color and a POS slider from 0 to 1.00. Landscape: #261A12 at 0, #6B5740 at 0.33, #998066 at 0.67 and #D9D1C7 at 1.00.The color of each stop, and where it sits between the lowest point at 0 and the highest at 1. Under STRATA the four colors take turns as the colors of the beds.Zoning on. POS is dimmed under STRATA.
BED SCALE0.05 to 2.00, default 0.35The rough thickness of a bed in meters. Each bed is between half and 1.6 times this.STRATA
WAVINESS0 to 0.50, default 0.12How far the edges of the beds bend up and down. At 0 the beds are flat.STRATA
WAVE SCALE0.05 to 4.00, default 0.40How closely the bends repeat. Higher values give tighter bends.STRATA
SEED1 to 99, default 1Shuffles the thicknesses of the bedsSTRATA
SCREEColor, #594D42The color of steep facesSTRATA
THRESHOLD20° to 85°, default 55°The slope at which the scree color takes overSTRATA
SOFTNESS1° to 30°, default 12°How far on either side of THRESHOLD the scree blends inSTRATA
ENABLE SNOWOn or off, default offCovers level ground above SNOW LINE with snow, while steep faces stay bare. Once on, it reads SNOW ENABLED.STRATA
SNOW LINE−2.00 to 8.00, default 1.50The height in the scene, in meters, where snow begins. The edge is feathered over half a bed.Snow on
SNOWColor, #EBEDF2The color of the snowSnow on
BAND COUNT1 to 3. 3 in Landscape.The number of layers of bumps on the surfaceAlways
BUMP SCALE0.50 to 64.00. 8.00 in Landscape.The size of the bumps. Higher values give finer bumps.BAND COUNT at 1
SCALE under BAND 1, BAND 2 and BAND 30.50 to 64.00. 4, 16 and 64 in Landscape.The size of the bumps in each layer, from boulders at low values to grit at high onesOne row per band, from BAND COUNT 2
AMPLITUDE under BAND 1, BAND 2 and BAND 30 to 1.00. 0.60, 0.30 and 0.10 in Landscape.How strongly each layer showsOne row per band, from BAND COUNT 2

STRATA beds are fixed to heights in the scene. Moving a terrain up or down changes which beds show on it, and two terrains with the same STRATA settings share their beds at the same height. Build a terrain shows these settings in use.

Terrain editor

The TERRAIN EDITOR opens as a floating panel beside the viewport, which keeps showing the terrain as it changes. On the left is a map of the terrain seen from above, where black is the lowest ground and white the highest. The map is rescaled to that range each time it is drawn, so it shows which ground is higher, not how high it is. The name of the terrain appears at the top of the column on the right. The panel opens at its last position and size.

The editor works on one selected terrain. With anything else selected, the map reads Select a terrain primitive, then re-open this sheet. and APPLY is dimmed.

Brushes

LabelValues and defaultEffect
RAISEButtonDragging on the map raises the ground under the brush. Holding Option while dragging lowers it.
SMOOTHButtonDragging relaxes the bumps under the brush toward the ground around them
FLATTENButtonDragging moves the ground toward the height of the point where the stroke began
SIZE4 to 96, default 24The radius of the brush, in points of the terrain grid. On a finer HEIGHTFIELD the same size covers less of the map.
STRENGTH0.05 to 1.00, default 0.50How much each pass of the brush changes the ground

When the panel opens, no brush is lit and a drag on the map does nothing. A click lights a brush, and a second click turns it off. A ring on the map shows the area the brush covers. The brush acts most at its center and not at all at its edge. The line under STRENGTH describes the lit brush.

Each stroke, from press to release, is one undo step. The terrain in the viewport follows the stroke while you drag. SIZE and STRENGTH return to their defaults each time the panel opens.

Filters

A filter changes the whole terrain at once. Clicking another filter under FILTERS shows it on the map at its default settings, with PREVIEW · APPLY TO COMMIT at the bottom of the map, and leaves the terrain unchanged. The sliders under PARAMETERS update the map a moment after each change. APPLY applies the filter to the terrain as one undo step. Starting a brush stroke or closing the panel drops a preview that has not been applied.

SMOOTH is chosen when the panel opens, and its preview appears once one of its settings changes. Choosing another filter returns its settings to their defaults. A setting in px counts points of the terrain grid.

FilterSettings, range and defaultEffect
SMOOTHRADIUS 1 to 8 px, default 4Blurs the terrain, softening peaks and bumps
SHARPENAMOUNT 0 to 2.00, default 0.50; RADIUS 1 to 4 px, default 2Strengthens small differences in height, so ridges and edges look crisper
GAUSSIANRADIUS 1 to 16 px, default 8The blur of SMOOTH with a larger radius
ERODESTRENGTH 0 to 1.00, default 0.50Wears down steep slopes and moves bumps downhill. It does not simulate running water.
AMPLIFYAMOUNT −0.90 to 2.00, default 0.50Multiplies every height by 1 plus AMOUNT, from a tenth of the height at −0.90 to three times at 2.00
INVERTNoneTurns peaks into valleys and valleys into peaks within the same range. Applying it twice restores the terrain.
EQUALIZENoneSpreads the heights evenly between the lowest and the highest. A flat terrain stays flat.
CLIPFLOOR 0 to 1.00, default 0; CEILING 0 to 1.00, default 1.00Flattens the ground above CEILING and below FLOOR. With FLOOR above CEILING, the whole terrain goes flat.
ZERO EDGESFALLOFF 1 to 64 px, default 16Brings the ground near the four edges to zero height at the border, over FALLOFF points, for an island
ADD NOISEAMPLITUDE 0 to 0.50, default 0.10; SCALE 1.00 to 32.00, default 8.00; OCTAVES 1 to 6, default 3Adds a layer of random bumps. At the same settings the pattern is the same on every terrain, so applying it twice doubles it.

FLOOR and CEILING of CLIP measure heights before HEIGHT SCALE multiplies them. A MOUNTAINS terrain has heights up to about 2, so the default CEILING can flatten its peaks. For the brushes and filters in use, see Sculpt a terrain by hand.

The WAVE GALLERY opens from EDIT WATER… in the EDITOR section of a selected water plane. Clicking a preset sets the waves of the water as one undo step. The preset whose settings match the water exactly has an outline. LOOPS marks the presets that repeat without a jump in a Loop Studio loop (Make a loop without a jump). Escape or the X closes the gallery.

A preset sets only the wave settings in RIPPLES. The color of the water, its clarity, IOR, ABSORB R, ABSORB G, ABSORB B, FOAM RADIUS and FOLLOW WIND stay as they were. A CLASSIC preset sets WIND DIR to 0°, ANISOTROPY to 1 and WAVE SPEED to 0 unless the table gives other values. Wave settings cannot be saved as a new preset.

PresetWavesSettings
MIRRORCLASSICBUMP ENABLED off, for a still surface
CALM LAGOONCLASSICSTRENGTH 0.02, SCALE 0.30, OCTAVES 3
GENTLE RIPPLESCLASSICSTRENGTH 0.05, SCALE 0.60, OCTAVES 4
PONDCLASSICSTRENGTH 0.04, SCALE 1.50, OCTAVES 3
WIND CHOPCLASSICSTRENGTH 0.10, SCALE 1.20, OCTAVES 4, WIND DIR 0°, ANISOTROPY 2.50, WAVE SPEED 0.50
ROLLING SWELLSCLASSICSTRENGTH 0.08, SCALE 0.25, OCTAVES 4, WIND DIR 90°, ANISOTROPY 4.00, WAVE SPEED 0.30
CHOPPY SEACLASSICSTRENGTH 0.20, SCALE 1.50, OCTAVES 5, WAVE SPEED 0.80
STORMYCLASSICSTRENGTH 0.30, SCALE 2.00, OCTAVES 6, WAVE SPEED 1.50
OPEN OCEANSPECTRAL, LOOPSSTRENGTH 0.50, WIND DIR 25°, WIND SPEED 3.50, SPREAD 8, SEED 7
NORTH SEASPECTRAL, LOOPSSTRENGTH 0.85, WIND DIR 310°, WIND SPEED 6.00, SPREAD 2, SEED 23
GLASS SWELLSPECTRAL, LOOPSSTRENGTH 0.15, WIND DIR 60°, WIND SPEED 2.00, SPREAD 8, SEED 11
HARBORSPECTRAL, LOOPSSTRENGTH 0.30, WIND DIR 150°, WIND SPEED 1.40, SPREAD 3, SEED 4
TRADE WINDSSPECTRAL, LOOPSSTRENGTH 0.60, WIND DIR 210°, WIND SPEED 4.50, SPREAD 5, SEED 31
GROUND SWELLSPECTRAL, LOOPSSTRENGTH 0.40, WIND DIR 275°, WIND SPEED 5.50, SPREAD 12, SEED 42
SQUALLSPECTRAL, LOOPSSTRENGTH 0.95, WIND DIR 130°, WIND SPEED 7.50, SPREAD 1, SEED 66

Add water and choose its waves explains each wave setting.

Related: Build a terrain, Sculpt a terrain by hand and Add water and choose its waves.