Terrain widget is missing the Pivot Position options for Sculpt tools

Pretty self-explanatory. The Pivot Position options seems to have vanished from the Sculpt tools with the recent refresh of the Terrain widget.

Draw Tools:

Sculpt Tools:

I use the Pivot Position toggle in conjunction with the Sculpt tools pretty frequently when doing terrain work, so this being missing is throwing a wrench into my workflow.

This is just an acknowledgment announcement!

We’ve filed a ticket into our internal database for this issue, and we will update you when we have further information!

Thanks for the report!

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Yes, this was removed on purpose, because it didn’t interact well with changes made to the algorithm used to actually perform the sculpt operation.

What I’m wondering is how exactly pivot position helps within the sculpt tool. What specifically is the workflow you’re trying to accomplish with it? It shouldn’t make much of a difference for cylinder, or cube. And for the sphere, you can just use a smaller brush size if you want it to work in a smaller area.

Well that’s obnoxious.

I used it extensively to build out road-side embankments and slopes by placing the top of the sculpt ball along the edge of the roadway, then traced the roadside to create a more precise slope alongside the road.

The Draw tools are like using a hammer where you need a scalpel, and trying to use Sculpt with it locked to the center results in non-precise terrain generation that extends far above the bounds of the slope I’m trying to build, making more work for me than before.

Please revert this change, rolling back functionality from Studio’s tools is incredibly frustrating.

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Thank you for providing your use case, I’ll look into providing this functionality with the more performant tool set.

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I will provide some context to this, so its more apparent why this change was made, and what changes are being made to fix it. The original Terrain Editor provided different methods for sculpt based on brush size. For sizes smaller than 32, it would process every voxel for the sculpt command. For sizes greater than 32, a flood-fill algorithm was used, with the flood-fill starting at the center of the brush. This is done for performance reasons, because there is quite a bit of processing on a per-voxel basis.

The issue is that the flood-fill assumes that there is a surface at the center of the brush. At sizes larger than 32 in the old Terrain Editor, the sculpt tool would not work properly with different pivots, and plane-lock options.

Because of these inconsistencies concerning functionality, the new Terrain Editor ditches the method in which all voxels are processed entirely in favor of using just the flood-fill algorithm, which is why we decided to remove settings that would cause the brush to be non-functional.

I’ve gone ahead and modified the sculpt brush to do a flood-fill check for the nearest surface if the surface isn’t immediately available at the center of the brush. In order to avoid this being redone every frame, I save the previous surface and continue processing that surface in the next frame. Though this will not be as performant as using:

  • Pivot Position: Center
  • Plane Lock: Off
  • Ignore Parts: True

If you use the above settings, the Terrain Editor will continue to use the current and most efficient method of sculpting terrain.

Hopefully this feature will be able to be turned on next week.


Awesome, I appreciate the help! I’ve definitely noticed the sort of “dead zone” that appeared between ~20 and 32 as the per-voxel method started grinding.