Introduction

Regardless of how you get terrain in your level, there is a good chance you might want to tweak it before you consider the level complete. The Terrain Editor can modify a TerrainBlock's surface in real time using a simple set of brushes.


With the Terrain Editor, you can elevate, excavate, smooth, flatten, and randomize sections of your terrain as if you were painting the ground. This is a great way to add the final details and polish to your level before populating it with objects.


More than just adding hills or holes, you can cut channels for rivers, generate valleys for a mountainous region, turn a rocky mountain chain into a series of smooth hills, and other advanced operations.


Setup

This article was written using a newly generated project with the Full Template, which ships with plenty of free assets for testing and learning. To save time and focus on this specific section of the documentation, the World Editor, we are going to bypass asset creation until later on.


None of the modifications you are about to make are required for future tutorials, so feel free to create a new level or use an existing one for testing. As long as you have access to existing materials, you are good to go. For this article, we are going to be using a new level.

(If you do not know how to create a new level, click here).If you do not know how to create a new level, click here).

You will want to remove any existing TerrainBlocks since we will be creating one from scratch for this article. For example, a new level will start with a fairly standard terrain. From the Scene Tab in the Scene View panel, select the TerrainBlock object.


Image:SelectTerrain.jpg


Once you have it selected, click on the trash can icon in the top of the tab to delete it. You should now have plenty of room to work with.

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Next, open the file menu so we can create a blank terrain. Use the 512 resolution, and flat terrain option.

(If you do not know how to do this, click here).If you do not know how to do this, click here).


You should now have a fresh, flat TerrainBlock to work with.


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Interface

The Terrain Editor interface is extremely simple to use. While the tool is on, there are three areas to pay attention to. On the far left is the tool palette, which is used to select what kind of modification you wish to make.


(hover over each icon to see a description)








At the top, the Toolbar has updated to show various brush options. The brush options will change the intensity and pattern of your terrain modification.


(hover over each section to see a description)






Finally, within your scene view you should see several colorful squares grouped together. This is your Terrain Editor brush, and it is controlled by your mouse. You can use this brush to "paint" your terrain adjustments by left clicking and dragging the cursor.


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Brush Settings

Now we will go into deeper explanation of how the brush options can affect your terrain editing, and how the editor lets you know what you are doing. In the Brush Settings section, you should see a circular icon and square icon. Toggling between the two will change the shape of your brush.


Shape

Circle Brush:

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Square Brush:

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Size

In the Size section you will find a box with a number in it. When you click on the box, a slider will appear.


image:BrushSizeSlider.jpg


This slider goes from 0 to 100, and it changes the size of your brush allowing it to modify larger sections of the terrain. The default value is typically 9, which results in a 9x9 grid that makes up your brush. Increasing the value to 20 will result in a 20x20 grid.


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Pressure

The color of each square in the brush represents the intensity of the modification being applied to the current terrain section. The color adjusts from green->yellow->orange->red, increasing intensity respectively. The brush's Pressure, is measured by percentage (0% to 100%), will change how much of the modified terrain is affected by the intensity.


Image:BrushPressureSlider.jpg


Where the pressure is the weakest (green), adjustment will be next to nothing. The stronger the pressure (red) will result in very dramatic modifications with minimal clicking required. Like a paintbrush, the center is typically the strongest and applies the most pressure.


When you wish to reduce the pressure, making your terrain edits more exact, simply move the slider to the left or input a lower percentage. The brush should begin weakening toward the middle.


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Softness

The Softness directly affects the intensity of the entire brush's modification. Like the others, it is represented by a slider. The number itself is a decimal value ranging between between 0.0 and 1.0, with 1.0 being the softest and 0.0 the hardest.

Image:BrushSoftnessSlider.jpg


As you lower the value, the entire brush will change colors and make the adjustment less smooth.


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Brush Softness Curve

The last interface section to describe is the Brush Softness Curve. If you click the curved line next to the Brush Softness slider, a new dialog will appear.

Image:StockBrushCurve.jpg


The graph contains multiple nodes which can be moved by clicking and dragging them up or down. Modifying the nodes will determine which parts of your brush's grid are hard or soft. As the graph shows, going from left to right will determine where in the grid you are changing the hardness.


Left nodes are closer to the center of the brush, and each node moving to the right will move toward the outer edges of the brush. The higher a node is situated, the harder it is. The following image is a visual of how this system works:


Image:BrushCurveVisual.jpg


If you were to shift all of the nodes so that the line is going reversed, the brush is softer toward the center and harder toward the edges.


Image:ReverseBrushCurveVisual.jpg


To get an unusual setting, you can create a "wavy" version of the curve. Alternate the nodes in extremes from top to bottom, which will result in rings of softness with the brush.


Image:WavyBrushCurveVisual.jpg


Now that you are familiar with the interface, it is time to edit the terrain.


Adjust Height Tool

Image:AdjustHeightIcon.jpg

Let's start by selecting the Adjust Height tool from the palette. With the Adjust Height tool, you can move a section of terrain up or down depending on which direction you are dragging your mouse.


Use the circle brush, size 20, 100% pressure, and 1 softness. Hover your brush over a section of terrain, hold down the left mouse button, then move your mouse up. The terrain should dynamically adjust to your cursor location.


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When you are satisfied with the height, let go of the mouse to see your terrain modification. Pro license owners should note that the lighting has automatically updated, reflecting the new shadows projected by the elevated terrain.


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Use the mouse to cover part of your new adjustment with the brush. Notice how the brush clamps to the terrain, maintaining the shape you are using while still selecting a section.


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Despite the elevation of your current selection, the section under the most intense part of the brush (red) will still adjust more dramatically. If the center of the brush (with stock values) is just to the edge of a hill, you can adjust nearby terrain to match elevation. Terrain under the softer part of the brush (green) will still elevate, but not as much.


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Before moving on to the next tool, we will experiment with the softness value. Set the softness of your current brush to 0. Your entire grid should now be red. Move the brush over a flat section of the terrain.


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Click on the terrain and drag your mouse up. Instead of an elevated hill with a smooth slope, your brush should have created a flat plateau with completely vertical sides. With 0 softness, your brush's shape will be used to extrude the terrain in a sharp manner.


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Add Dirt Tool

Image:AddDirtIcon.jpg

The Add Dirt tool can only elevate the terrain, but it does so in a very controlled manner. Instead of manually lifting, you can "paint" the terrain in a sweeping motion by dragging the mouse while holding the left button. The longer you keep the brush in one location, the higher that section will be.


Set your brush size to 20, pressure to 40%, and softness to 1. Find a flat section of the terrain and move your mouse cursor to that location to hover the brush.


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When you are ready, click and hold the left mouse button and begin dragging your brush in a direction. The terrain should elevate wherever your brush is held. You can use this to create a hill over a long section of terrain.


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Using a lower brush pressure results in less dramatic terrain elevation as you "paint". This allows you to be more exact.

Excavate Tool

Image:ExcavateIcon.jpg

The Excavate tool functions completely opposite of the Add Dirt tool. Instead of elevating, you can dig holes in the terrain with this tool. Again, use a circular brush with 20 size, 40% pressure, and 1 softness. With the Excavate tool selected, locate a flat section of the terrain and hover your brush over it.


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Click and hold down the left mouse button. As you do so, the terrain will sink down below the brush. If you sweep your mouse as if you are painting, you will create a path of lowered terrain. The longer you hold the mouse in a single location, the deeper the hole will be.


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Smooth Tool

Image:SmoothIcon.jpg

The Smooth tool acts similarly to how it sounds. While using this tool, jagged terrain sections under the brush will erode to a smoother surface. This tool will only work if you sweep the brush across a surface. Simply holding down the left mouse button will have little to no effect.


Keeping the same settings we have been working, locate a jagged section of terrain. If you have to, create one with the Add Dirt tool. Make sure it is high in elevation. Select the Smooth tool, then hover the brush over the applicable terrain.


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Click and hold the left mouse button, then make small circles around the peak of the terrain section. The tip should lower and have a broader surface. The broader your sweep, the more terrain is affected by the smoothing process.


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Add Noise Tool

Image:AddNoiseIcon.jpg

The Add Noise tool is used to give your terrain modifications a more random, defined look. The tool uses a noise algorithm for sporadic elevation and excavation. Essentially, it fluctuates the amount of terrain it modifies and how intensely it does so.


Select the Add Noise tool, then set your brush to size 15, 50% pressure, and 1 softness. Locate a large section of flat terrain and move your camera to a high elevation.


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Click and hold the left mouse button, then begin to "paint" the terrain by dragging it in random patterns. Try by making several concentric circles, varying spirals, zig-zag motions, etc. You should eventually see some definition forming.


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When you are finished with the tool, fly your camera around the section of the terrain to see how the terrain was affected. Keep in mind that most of these changes were random, which can add much needed detail to your terrain.


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You can use this tool on terrain that has already been modified to remove unrealistic adjustments, such as perfectly smooth or flat slopes.


Flatten Tool

Image:FlattenIcon.jpg

The final tool we are going to look at is the Flatten Tool. This should be used sparingly, as the affect it has on terrain is dramatic. The tool is used to flatten terrain surrounding the brush's starting point. In other words, this will not lower your terrain to a default location. It depends on where you start.


Use a circular brush with 15 size, 50% pressure, and 1 softness. Find a section of terrain that is elevated. Position your brush near it, but on a flatter section of the terrain.


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Click and hold your left mouse button, then drag it toward the elevated terrain until you have swept over most of it. You should see that the tool has flattened a strip of terrain, based on the brush's location as it swept. The flattening process became weaker the further you took the brush into the terrain.


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If you make several sweeps in the same direction, from the same starting point, your terrain will eventually smooth out into a flat plateau almost level with your original starting point.


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This is generally handy for clearing a smooth path from one elevation to another. However, this is not the optimal approach for flattening huge sections of terrain. The other tools can perform that process much faster and more efficiently.


Conclusion

In this article, you learned how to use the Terrain Editor. If getting terrain into your level is the first thing you should do, the second step should be modifying the TerrainBlock with this tool. The power of this tool allows you to make broad, sweeping changes to your terrain or tiny detail adjustments to get it "just right."


Since we are already dealing with TerrainBlock modification, we will move onto another brush based tool.
Click here to proceed to the Terrain Painter Guide.