Update 08/29/2023 - Final Release
Update 08/18/2023
Update 08/10/2023
Update 06/05/2023
Hello Creators!
Today, we are excited to announce a host of new improvements to the Terrain Editor. These changes aim to accelerate existing workflows and also open up new possibilities for working with large areas of terrain. As always, we welcome any and all feedback.
Simplifying the Toolset
In order to simplify the terrain tools experience, we have merged several tools together. We’ve also combined the region and edit tabs.
Draw and Sculpt Tools
The draw tool replaces what used to be the add and subtract tools. The draw tool can be used in add, or subtract mode, and holding down CTRL/CMD performs the opposite action. Holding down SHIFT will temporarily perform a smooth action. The same goes for the sculpt tool which replaces grow and erode.
Paint Tool
Paint tool now has a replace mode which allows the paint tool to select a source material to replace.
Select Tool
The terrain editor now has a universal region selection, which gets used by all region-based tools, including generate and import. This can be created by clicking and dragging in the viewport, edited by using the dragger handles, and manually set with the textboxes in the settings. We’ve also added keyboard shortcut support, so long as the select tool is active.
CTRL/CMD + C: Copy
CTRL/CMD + V: Paste
CTRL/CMD + X: Cut
CTRL/CMD + D: Duplicate
DELETE: Delete
Standard behaviors for draggers are available everywhere the draggers are accessible, including the generate and import tools.
Extrude Handle then SHIFT: Scale Selection Proportionally
Extrude Handle then CTRL/CMD: Scale on Selection Center
Note: The above GIF is out of date, the ALT modifier has been exchanged for SHIFT in the interest of alignment with other studio tools.
Transform Tool
The transform tool helps with placing terrain. You enter this tool automatically when performing a paste or duplicate action. In order to perform a standard move, rotate, and/or scale operation just enter the tool manually after making a selection. It is also worth noting that the size limit has been increased and rotation is no longer limited to 90-degree angle increments.
Live Edit mode is on by default and the terrain will be reshaped as you move around the draggers. We understand that these actions may be slower for larger operations and especially on slower machines, so we have included the option to turn Live Edit off. This will allow you to move just the wireframe and apply the action when you’re done using either the ENTER/RETURN key or the apply button. You can also exit the placement mode by hitting ESCAPE.
Fill Tool
The fill tool now has the option to replace materials as well. The ENTER/RETURN key works here as well.
Sea-Level Tool
The sea-level tool remains mostly unchanged. It features the newer updated selection gizmo, but does not use global selection, so that it can best facilitate existing workflows.
Gizmo Updates
All region selection mechanisms now use the same region selection in-viewport gizmo, this includes the generate and import tools. The Select Tool also shows a wireframe that approximates the terrain that is included within the current selection. The Region Tool shows that same wireframe, but stretched, rotated, and repositioned to match the target region.
The old terrain brush cursor has also been removed in favor of a more streamlined version which better shows the actual selection. This also comes with some keyboard shortcuts for adjusting brush settings.
B + Move Mouse or Scroll: Adjust Brush Size
CTRL + B + Move Mouse or Scroll: Adjust Brush Height
SHIFT + B + Move Mouse or Scroll: Adjust Brush Strength
ALT + Click: Material Picker
SHIFT: Temporarily Apply Smooth
What’s next?
We want to improve region support even further by adding new functionality such as being able to move parts and models together with terrain in the transform tool. You will also be able to save terrain regions as stamps which can be shared between places and experiences.
Please let us know if you have any questions or concerns below!
Special thanks to @RickleSandwich, @hyperhumanist, @wengawenga, @PixelMiner47, @MetaVars, @PotionSeller33, and @slim_fandango for helping with these improvements!