I was just playing around with the “Generate terrain” tool. And I wanted to make a desert. So I chose “Dunes”. That’s what I got, but I also got all this crap underneath, a huge layer of bedrock and all sorts of junk. I just want the dunes.
Fair enough, I can delete the bottom half. But the issue is that I cannot manage to select the whole area underneath, it looks like there is a max amount of terrain you can select (as far as I know). But that seems a little weird, since I literally have to excavate piece for piece. Like so:
or this if you have multiple TerrainDelete blocks:
for k,n in pairs(workspace:GetDescendants()) do
if n:IsA("BasePart") and n.Name == "TerrainDelete" then
workspace.Terrain:FillBlock(n.CFrame,n.Size,Enum.Material.Air)
end
end
The command bar is found at the bottom of Studio.
I use this method because it’s easier to delete using Studio parts than dragging the area to where you want.
You can also use this method with other shapes if you know what you’re doing.
“Generate Without Bedrock”
When generating, take off some of the options, and make sure you don’t have Caves checked, that is the most annoying thing in the generation.
To remove bedrock, use the replace option in the Terrain Editor and replace the material with Air.
@Aeventy’s method is complex and tedious. Why not just use the built-in terrain editor?
Use Search & Replace, located within the editor itself (Under “Edit”), to select the terrain you want to remove. Then, replace all the terrain with air. So much more simpler.
I imagine you’re currently using the Region tool- that tool is not useful as the area it can select is tiny (512 x 512 x 512). Search & Replace however can go up to 16384 x 16384 x 16384, which is the maximum terrain can be generated at.
Regarding the method mentioned above:
Parts, at maximum size, can go to 2048 x 2048- this means you will have to use many, many parts and is really inefficient. The Search & Replace tool, however, is far larger- saving you both effort and time.
Caves do not affect the existence of the Bedrock layer.
to delete terrain is by using the terrain editor and in the create tab, click clear terrain and click yes in the confirm thing if you want to delete it. but it will delete all terrains in game
That’s unpractical most of the time. If for example you make a mountain, while it is possible, it’s very tedious to go and delete everything inside of the mountain. The only time when I’d recommend this is if your working with flat terrain.
If the game itself is not humongous terrain should have little impact on lag, so deleting hidden terrain may be more work than is needed.
I actually know a friend who made a massive mountainous terrain map without all the terrain under removed, and when a told them to delete all the terrain under, performance was a lot better.
Obviously if your making a massive mountain range it would make a difference, but most games use mesh terrain when creating mountains because of the lag. Although some do (Everest), they likely use streaming enabled to manage lag. Streaming is more efficient than going and deleting everything under the mountain but if the developer has the time and patience it’s a valid method for lag reduction.