How to use Terrain?
Key words: Tool | Terrain
Last updated
Key words: Tool | Terrain
Last updated
Directly create terrain in D5, using brush tool for sculpting and texture painting. Easily apply a variety of preset heightmap resources and material templates with just one click, and combine with D5 Scatter to effortlessly craft diverse natural landscapes.
Added Terrain tool in the top menu bar. Upon clicking, the default terrain will appear in the viewport, featuring an endless plane and an editable area within the white wireframe. The editable terrain spans 4000m x 4000m.
Terrain can be selected, hidden, or deleted from the resource list on the left via right-click. After selecting the terrain in the object list, terrain sculpting, texture painting and heightmap management can be enabled in the right sidebar.
Upward: Increase the height of selected areas
Downward: Reduce the height of selected areas
Erase: Erase sculpted shapes to restore the terrain to its previous or flat state
Smooth: Smoothen the terrain surface, remove sharp edges or unnatural bumps
Flatten: Level the selected area, typically used to create plains or platforms
Size: Control the size of the area affected by the Sculpt tool
Strength: Control the intensity of the tool's effect on the terrain
Edge Falloff: Control the effect that decreases from the center to the edge
Brush texture: Control the shape drawn by the Sculpt tool using the preset maps in the brush library
Added 'Terrain' library into D5 Asset Library, providing preset terrain templates for easy access.
Currently, a maximum of 10 height map resources can be added simultaneously. After placement, height map can be replaced (supporting formats include .png, .r16, and .raw), along with height settings, edge falloff, and other parameters.
Click the 'More' button on the right side of the Landscape panel to reset the terrain height. All terrain effects created with the Sculpt brush will revert to the initial flat state
Enables assigning different textures to different parts of the terrain (ground, slope, peak).
Ground texture mainly appears in flatter areas of the model
Supports up to 6 materials. Click on the "+" icon to open the asset library and add the required material.
The first material serves as the primary texture covering the ground surface. The other five materials can be added onto the primary texture using the Paint tool.
The Paint tool provides several parameters available for blending materials:
Size: Adjust the size of the brush's influence area.
Strength: Control the extent to which the new material covers the original material.
Edge Falloff: Control the transition between different materials for an organic appearance along edges.
Brush texture: Support using preset maps from the brush library to control the shape of the brush tool.
Slope texture mainly appears in steeper areas of the model and allows adjustments for erosion and weathering levels to help create natural slope effects.
Peak texture appears in the higher elevation areas of the model and supports maintaining peak altitude, as well as adjusting edge blending, erosion, and UV stretching to better simulate realistic peak environments.
All the material channels support custom maps, base color, normal, roughness, and random UV.
Right-click or hover over the material channel and click the 'More' button to replace or delete the current material. This allows you to replace/delete the current material, enable/disable template override, add the current texture to local, and create a scatter area on the current material.
Available in Assets > Terrain and can be applied with one click.
Supports importing custom height maps to generate corresponding 3D terrain models based on the typographic relief presented by the image.
It is recommended to import height maps with a minimum bit depth of 16-bit and a resolution of at least 2K.
Supports to reset height via the 'more' option.
*Heightmap can represent terrain height with grayscale values. Typically, black (value 0) indicates the lowest point, while white (value 255) indicates the highest point.
Supports creating Scatter on the terrain using the "Select Material" method. When selecting materials, it automatically picks up the textures from peaks, slopes, and the ground.
To select a specific material for Scatter, right-click the corresponding material channel in the terrain texture editor and choose "Create Scatter Area."
Note:
The "Select Model" method is not supported for creating Scatter on the terrain.