Environment Panel

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The Environment Panel contains all the settings regarding terrain and flora as well as the model brush tools.

Type The shape of the sculpting & painting brush
Size The size of the sculpting & painting brush
Strength The strength of the sculpting & painting brush
Gradient-Cut The percentage value of the gradient cut off point for the sculpting and painting brush.

General Tab
Terrain Chunk The name of the chunk
Terrain ID The ID of the Terrain Chunk
Lock Button By enabling this feature, the selected Terrain can no longer be translated, rotated or scaled. It is also removed from the selection pass meaning, re-selection of the Terrain at a later stage must be done via the Hierarchy panel. This can be toggled at any time.
Position The X Y Z position of the Terrain Chunk
Rotation The X Y Z Rotation of the Terrain Chunk
Scale The X Y Z Scale of the Terrain Chunk
Splat 1 Path of the first RGBA Splat map texture (layers 1-4)
Splat 2 Path of the second RGBA Splat map texture (layers 5-8)

Sculpting Tab
Raise / Lower Raises or Lowers the selected vertices depending on the mouse input (Left Mouse Button – Raise, Right Mouse Button – Lower)
Pull / Push Pulls or Pushes the selected vertices depending on the mouse input (Left Mouse Button – Pull, Right Mouse Button – Push)
Flatten / Ramp Sets the absolute height value based on the flatten ramp settings. There is a visual indicator as to which height the terrain will be flattened to.
Flatten (Interpolated) Sets the height value based on the local positioning of relative vertices.
Smooth (Detailed) Smooths out the selected vertices based on the heights of surround vertices.
Smooth (Fast Approximate) Same as Smooth (Detailed) however less accurate.
Stitch If a terrain chunk appears to have separated from its neighboring chunk, the stitch tool will “stitch” the vertices back together.
Save Heightmap Saves all changes made to the terrain after sculpting. This process will also be prompted when moving out of terrain sculpting mode. If you choose not to save the changes made while sculpting, your edits won’t be lost unless the engine is closed without saving.

Painting Tab
Paint Color If this is checked, Vertex painting will be performed instead of Texture Painting
Color Set the color to paint with while performing Vertex painting
H-B Blending Enables Height Based Blending. This blending algorithm is much more realistic than normal linear blending as it allows for effects such as sand filling the cracks between rocks.

This system uses the information of the height map of the texture layers to perform this calculation.

When this setting is unchecked, the terrain will revert back to standard linear blending which is easier to use but gives less realistic results.
Blending Factor This sets the blending range between two layers inter-cutting each other. The lower the value the more crisp the transition, but the more prominent jiggered edges become. The higher the value, the more blurry the transition becomes. It will be up to you to see which value works best for your terrain.
Texture Layers List box containing all texture layers. Select the layer you want to edit. (Tip: You can load textures with an alpha channel for more complex painting, for example, leaving space between rocks for a cobblestone path so that a dirt texture below on a separate texture layer is still visible)
Albedo & Normal Buttons Click to open file dialogue to select your specified Albedo or Normal Texture for the selected layer
Remove Albedo & Normal Buttons Click to remove selected Albedo or Normal Texture from the selected layer
U Scale Sets the U scale of the UV texture coordinates
V Scale Sets the V scale of the UV texture coordinates
Normal Strength Sets the strength of the effect Normal map (Value 1.0 is the default strength)
Height Strength Set the strength of the parallax occlusion effect. If this value is set too high, it can cause a miss-alignment of the albedo texture and the effect. Generally, a value around 0.015 is ideal.
Height Modifier If using Height-Based Blending, this setting allows you to raise the height of an entire texture layer on top of the height data fed into the shader. If this value is adjusted by a script for a specific texture layer, effects such as puddle or snow accumulation can be achieved.

Dynamic Foliage
Paint Color If enabled, instead of painting on additional dynamic foliage, vertex painting will occur instead. This can be used subtly to add variation in the foliage throughout the zone to give much more realistic results.
Color Sets the color to paint if performing vertex color painting
Foliage Layers List box containing all foliage layers. Select the layer you want to edit.
New Layer Create a new Foliage Layer
Remove Layer Delete the Selected Foliage Layer
Albedo, Normal & Specular Button Click to open file dialogue to select your specified Albedo, Normal or Specular for the selected Foliage Layer. The textures use the same packing as explained here.
Albedo, Normal & Specular Remove Button Remove the corresponding texture from the selected foliage layer
Albedo Atlas Set the number of frames both in the X and Y axis of the selected textures. By using an atlas, you can add several variations of a piece of foliage in a single layer
Layer Mask Set which Terrain Texture layer the foliage is allowed to be placed on. Each Checkbox represents each texture layer in numerical order.
Min Spread Set the minimum amount of distance between the intersected point and the final placement
Max Spread Set the maximum amount of distance between the intersected point and the final placement. The max spread must always be greater than the minimum spread (otherwise strange things will happen). The min and max setting allows for random variation in the placement at each intersected point which prevents the problem where each piece of foliage would be in perfect lines with each other.
Alpha Set the alpha value to draw the foliage at
Alpha Threshold Set the minimum threshold before fragments are treated as transparent (should be lower than the alpha value)
Scale Set the uniform x-z scale of each placement of foliage
Min Height Set the minimum height of the foliage placement
Max Height Set the maximum height of the foliage placement. The min and max setting allows for random variation of the height of each foliage placement.
Max Distance Set the maximum distance where the foliage layer will be rendered.
Fade Distance Set the distance over which the foliage placements will fade out as they approach the maximum distance.
Wind Strength Set the strength of the wind effect of this foliage layer
Wind Direction Set the angle of the wind direction. While not physically accurate, by setting small variations in the wind direction for each foliage layer can yield more pleasant visual results.
Subsurface Scattering Enables subsurface scattering lighting method. Subsurface Scattering is a mechanism of light transport in which light penetrates the surface of an object, scattered by interacting with the material and exits the surface at a different point. This method is important for the realistic rendering of materials such as leaves, skin & glass.
Subsurface Strength Adjusts the strength of the subsurface effect
Rim Scalar Adjusts the distance across the light scattering occurs
Extinction Color Sets the RGB color to which the lighting blends to as the scattered light gets weaker. As an example for skin, a light red color is generally a good choice.

Model Brushes
Model Brush Layer List box containing all model brushes created by the user. Select the layer you want to edit.
New Brush Create a new Model Brush. Brushes cannot have the same name as each other.
Rename Rename the selected model brush.
Remove Delete the selected model brush.
Model List List box containing all models within the selected model brush
Add Model Opens a file dialog where you can select a model from your project Meshes folder. This adds the model into the selected model brush allowing for placement
Remove Remove the selected model from the selected model brush
Layer Mask Set which Terrain Texture layer the model is allowed to be placed on. Each Checkbox represents each texture layer in numerical order.
Rotation Randomness Set the range of values of which the rotation will be randomized by each time a model is placed.
Min Scale Set the minimum scale for the selected object that is being placed
Max Scale Set the maximum scale for the selected object that is being placed. By setting the min and max scale values to the same figure, no variation of scale will be applied when placing the selected model with the selected model brush.
Y Pos Modifier This setting allows you to add an offset in the Y axis when placing objects, the value set here will be added to the Y position of the selected model after it has been placed.
Align To Ground When placing the selected model on a piece of terrain it is possible to align it to the ground of the terrain it is placed on. This allows for quick rotations so you don’t end up with the common problem where objects are partially floating off the side of a bump or hill.
Density Sets the number of the selected model that will be placed with each pass. A value of 1 is suitable in most cases.