[Plugin] Terrain Studio v2: Generate, Paint, and Finish Terrain

Hello all & happy Thursday,

I just wrapped up Terrain Studio, a plugin built around Roblox’s terrain tools, which are powerful, but finishing a landscape usually means bouncing between the built-in terrain editor, a separate painting pass, a path/road plugin, and a lot of eyeballing “does this look eroded enough yet”, with no single place that checks whether the terrain is actually clean when you’re done.

Terrain Studio bundles the whole finishing pass into one dockable panel, all working off a shared region marker so you’re never re-selecting between steps.

What’s in it

:world_map: Generate: Three starter presets Rolling Hills, Mountain Range, and Island, built on layered noise, so you’re never starting from a flat baseplate. These are a little eh but we can work on them if people want.

:artist_palette: Smart Paint: Reads the height and slope of your selected region and auto-applies a biome: Grassland, Alpine, Desert, or Coastal. Grass on flats, rock on steep faces, sand near shorelines, and it knows not to paint over water.

:motorway: Path & Flow: Drop waypoints straight in the 3D view and the plugin builds a smooth spline through them. Carve a graded road along that path, or a river (channel cut, then water filled in a separate pass so nothing floats or bleeds through hills).

:sun_behind_rain_cloud: Weathering & Detail: A thermal-erosion pass that softens the harsh, obviously-generated edges noise leaves behind, plus a rock/cliff stamping tool for scatter detail.

:hole: Cave Carver: Momentum-based worm tunneling at three densities (Sparse / Normal / Dense), connected cave systems, not just random holes punched in the ground.

:stethoscope: Terrain Health: The part I haven’t seen anywhere else. Scan a region and get a report on disconnected terrain islands, isolated water pockets, and anchored-part bloat — the stuff that’s invisible in the editor until a player falls through a gap that shouldn’t exist, or your place lags for no visible reason.

NEW: v2 additions :confetti_ball:

  • Foliage & Scatter — randomized vegetation placement across 4 biomes (Grassland, Alpine, Desert, Coastal), with terrain-aware height snapping and a steepness-safe fallback
  • Lakes & Waterfalls — automatic low-point detection and flooding, with erosion-safe water edges
  • Cliff & Canyon carving — terraced canyon trenches and one-sided escarpment cliffs along waypoint paths
  • Custom Presets — save/load/delete named sequences of actions (Generate, Paint, Weather, Foliage, etc.) for reuse across projects
  • Multi-region projects — track, name, activate, and delete multiple region markers in one place, including “tag any existing part” support
  • Terrain Health Scanner refinements — smarter checks that no longer false-flag intentional foliage/path decoration
  • A full bug-sweep pass — honest failure messages instead of false “success” reports (Cave Carver, Path carving), safer preset names, consistent region-marker guards across every tool, and a fixed Delete option on every region row

v3 features (released in next few weeks)

  • Custom foliage models — let users drop in their own meshes instead of only built-in species
  • Undo-safe preset preview — show what a preset will do before running it, especially on unfamiliar regions
  • Cross-region operations — carve a road or river that spans multiple active regions
  • Texture/material blending — smoother transitions between Paint biomes instead of hard material boundaries
  • Performance pass on large regions — chunked/streamed generation so bigger builds don’t stall Studio
  • Import/export presets as shareable files, not just per-user plugin storage
  • Possibly: undo grouping across multi-step preset application, so one preset apply = one undo step

Why one panel matters

Every tool in Terrain Studio reads from the same region marker. Generate a landscape, paint it, carve a river through it, weather it, scan it, without exporting anything, without re-selecting a region five times, without switching plugins mid-thought.

What’s next

Still on the roadmap: more biome presets, tighter undo-grouping around multi-step operations, and an option to save/load region presets across places.

Would love feedback, especially from anyone doing large-scale environment work.

[Get it on the Creator Store →]

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