Environment Panel

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

Brush
Shape The shape of the sculpting & painting brush
Size The size of the sculpting & painting brush
Strength The strength of the sculpting & painting brush
Hardness The percentage value of the hardness cut off point for the sculpting and painting brush.
Set the X angle of the Ramp tool
Set the Z angle of the Ramp tool
Slope Restriction Sets the range of slope angles over which the brush effects is allowed to be applied to.

General
Chunk List Displays the list of all the chunks in the zone. The values displayed next to the chunk text is the grid position of the chunk. Be careful not to stack terrain chunks!
Add Chunk Add a new terrain chunk into the Zone
From Texture Import a heightmap texture into the Zone and convert it into terrain geometry
Remove Chunk Remove the selected the chunk in the Chunk List from the Zone.
Chunk Properties
Grid Position Sets the X and Y grid position of the terrain chunk
Painting Layers Set the maximum number of texture layers that the selected chunk can use. Maximum is 18 texture layers. Note a higher number of texture layers will have a performance cost.
Layer Packing Resolution
Albedo Sets the resolution of all albedo textures used on this chunk. Bright Engine automatically channel packs terrain textures to optimize memory consumption. Textures will be resized to match this resolution. Beware, high resolutions can have a significant impact on performance.
Normal Sets the resolution of all normal and height textures used on this chunk. Bright Engine automatically channel packs terrain textures to optimize memory consumption. Textures will be resized to match this resolution. Beware, high resolutions can have a significant impact on performance.
Specular Sets the resolution of Roughness, Metalness, AO, and Reflectance textures used on this chunk. Bright Engine automatically channel packs terrain textures to optimize memory consumption. Textures will be resized to match this resolution. Beware, high resolutions can have a significant impact on performance.
Emissive Sets the resolution of the Emissive Color, and Emissive Masks textures used on this chunk. Bright Engine automatically channel packs terrain textures to optimize memory consumption. Textures will be resized to match this resolution. Beware, high resolutions can have a significant impact on performance.
Terrain Properties
Height Sets the height of the entire terrain
Lod Range 0 Sets the range within which a terrain chunk is rendered at a Lod 0 vertex density. Note that to prevent the formation of cracks within the terrain, values should be divisible by 2. Lod 0 has a vertex density of 4 vertices per meter. This high level of detail will cause large performance drops if the distance is set to a high value. Recommended range is 4 meters.
Lod Range 1 Sets the range within which a terrain chunk is rendered at a Lod 1 vertex density. Note that to prevent the formation of cracks within the terrain, values should be divisible by 2. Lod 1 has a vertex density of 2 vertices per meter. This high level of detail will cause large performance drops if the distance is set to a high value. Recommended range is 8 meters.
Lod Range 2 Sets the range within which a terrain chunk is rendered at a Lod 2 vertex density. Note that to prevent the formation of cracks within the terrain, values should be divisible by 2. Lod 2 has a vertex density of 1 vertex per meter. This average level of detail can be drawn for long distances at the cost of more performance. A value too low will create visible terrain distortion. You will have to find the ideal spot for your own projects through experimentation.
Lod Range 3 Sets the range within which a terrain chunk is rendered at a Lod 3 vertex density. Note that to prevent the formation of cracks within the terrain, values should be divisible by 2.
Lod Range 4 Sets the range within which a terrain chunk is rendered at a Lod 4 vertex density. Note that to prevent the formation of cracks within the terrain, values should be divisible by 2.
Lod Range 5 Sets the range within which a terrain chunk will no longer render. Note that to prevent the formation of cracks within the terrain, values should be divisible by 2.
Morph Area Sets the area over which Lod levels transition. A higher value will give a smoother result that can less obvious transitions. However, this comes at the cost of performance.
Tessellation
Distance Level Sets the maximum number of subdivisions of each terrain quad based on the distance to the camera.
Normal Level Sets the maximum number of subdivisions of each terrain quad based on the normal of the quad in relation to the direction the camera is facing.
Range Sets the range over which the tessellation system operates in. Note that larger values provide greater geometric detail over long distances at the cost of performance.

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.

Texture Painting
Texture Layers List Displays the list of texture layers on this chunk. Each layer will display the Albedo texture as a thumbnail. A texture layer can have all texture cleared by selecting the layer and then Right clicking it. Note that you will not be able to paint a layer that is in a slot less than the Painting Layers setting specified in the Chunk Properties.
Layer Map Constants
Roughness Sets the default Roughness value that will be used for the selected Layer Map if a Roughness texture has not been specified.
Metalness Sets the default Metalness value that will be used for the selected Layer map if a Metalness texture has not been specified.
Emissive Sets the default Emissive color value that will be used for the selected Layer map if a Emissive color texture has not been specified.
Reflectance Sets the default Reflectance value that will be used for the selected Layer Map if a Reflectance texture has not been specified. Reflectance in Bright Engine ranges between 0% and 16% which has been normalized to a 0.0 to 1.0 value. A value of 0.5 is the equivalent of 4% which is suitable for most surface types.
Layer Map Modifiers
UV Scale Sets the UV scale of the selected Layer Map
Normal Strength Sets the strength of the effect Normal map (Value 1.0 is the default strength)
Height Strength Set the strength of the tessellation offset effect.
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.
Layer Maps
Albedo Sets the Albedo texture of the selected Layer Map
Normal Sets the Normal texture of the selected Layer Map
Height Sets the Height texture of the selected Layer Map
Roughness Sets the Roughness texture of the selected Layer Map
Metalness Sets the Metalness texture of the selected Layer Map
Emissive Color Sets the Emissive Color texture of the selected Layer Map
Emissive Mask Sets the Emissive Mask texture of the selected Layer Map
AO Sets the AO texture of the selected Layer Map
Reflectance Sets the Reflectance texture of the selected Layer Map
Texture Painting
Height-Based 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 intercutting 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.


Foliage
Foliage Layer List Displays the list of foliage layers on this chunk. Each layer can be hidden by changing the check state of the checkbox of each item in the list.
New Layer Adds a new foliage layer to the chunk. Note that the layer is blank and will need to be painted onto the terrain in order to see any visible results
Duplicate Duplicate the currently selected foliage layer. Note this only duplicates layer properties and not the painted areas.
Remove Remove the currently selected foliage layer from the scene.
Foliage Maps
Albedo Sets the Albedo texture of the selected foliage layer
Normal Sets the Normal texture of the selected foliage layer
Roughness Sets the Roughness texture of the selected foliage layer
Metalness Sets the Metalness texture of the selected foliage layer
Emissive Sets the Emissive Color texture of the selected foliage layer
AO Sets the AO texture of the selected foliage layer
Reflectance Sets the Reflectance texture of the selected foliage layer
Atlas Frames Sets the number of X and Y frames of the texture atlas. If the assigned textures are not an atlas, set the values of the X and Y frames to 1.
Foliage Properties
Seed Sets the seed code for the random engine that controls the jitter in foliage placement. This can be any value between 0 and 1,000,000. The value ultimately doesn’t matter. However, each foliage layer should use a different Seed value otherwise the placements of foliage will overlap.
Density Controls how many foliage clusters will be generated per square meter. Note that higher density values does have a performance impact if using the Blended Alpha Mode.
Min Offset Sets the minimum offset of a foliage placement from the painted terrain vertex. Recommended this value stay at 0.5. If set to 0 repeated patterns within the foliage placement may begin to appear
Max Offset Sets the maximum offset of a foliage placement from the painted terrain vertex. Recommended this value is equal to double the minimum offset to get a more uniform coverage over the underlying terrain.
Min Size Sets the minimum width of a foliage cluster
Max Size Sets the maximum width of a foliage cluster
Min Height Sets the minimum height of a foliage cluster
Max Height Sets the maximum height of a foliage cluster
Alpha Mode Sets the alpha method to use while drawing the foliage.
  • Mask – Cuts out transparent sections of the assigned texture
  • Blended – Blends the alpha values of the assigned texture and allows semi-transparent foliage clusters.
The Blended method will give the best visual results however also comes with a higher performance cost.
Clip Threshold Sets the minimum threshold at which the Mask Alpha mode will cut out transparent sections of the assigned texture.
Transparency Sets the level of transparency for the selected foliage layer. Note this setting will only take effect if the Blended Alpha Mode is selected.
Max Render Distance Sets the maximum distance over which the foliage clusters will be rendered. If the distance between the camera and a foliage cluster exceeds this value, it will not be drawn.
Fade Render Distance Sets the distance over which foliage clusters should smoothly fade in/out when the distance between the foliage cluster and the camera is near the Max Render Distance. This value must be less than Max Render Distance.
Layer Map Masking
Layer 1 Sets whether the selected foliage layer can be planted on the 1st Layer Map of the selected chunk
Layer 2 Sets whether the selected foliage layer can be planted on the 2nd Layer Map of the selected chunk
Layer 3 Sets whether the selected foliage layer can be planted on the 3rd Layer Map of the selected chunk
Layer 4 Sets whether the selected foliage layer can be planted on the 4th Layer Map of the selected chunk
Layer 5 Sets whether the selected foliage layer can be planted on the 5th Layer Map of the selected chunk
Layer 6 Sets whether the selected foliage layer can be planted on the 6th  Layer Map of the selected chunk
Layer 7 Sets whether the selected foliage layer can be planted on the 7th Layer Map of the selected chunk
Layer 8 Sets whether the selected foliage layer can be planted on the 8th  Layer Map of the selected chunk
Layer 9 Sets whether the selected foliage layer can be planted on the 9th  Layer Map of the selected chunk
Layer 10 Sets whether the selected foliage layer can be planted on the 10th  Layer Map of the selected chunk
Layer 11 Sets whether the selected foliage layer can be planted on the 11th  Layer Map of the selected chunk
Layer 12 Sets whether the selected foliage layer can be planted on the 12th Layer Map of the selected chunk
Layer 13 Sets whether the selected foliage layer can be planted on the 13th  Layer Map of the selected chunk
Layer 14 Sets whether the selected foliage layer can be planted on the 14th  Layer Map of the selected chunk
Layer 15 Sets whether the selected foliage layer can be planted on the 15th  Layer Map of the selected chunk
Layer 16 Sets whether the selected foliage layer can be planted on the 16th  Layer Map of the selected chunk
Layer 17 Sets whether the selected foliage layer can be planted on the 17th Layer Map of the selected chunk
Layer 18 Sets whether the selected foliage layer can be planted on the 18th  Layer Map of the selected chunk
Wind Simulation
Strength Sets the strength of the wind simulation in meters per second
Direction Sets the angular direction of the wind simulation
Wavelength Sets the distance between wind waves of the wind simulation
Twist Strength Sets the strength of the twisting motion of individual foliage clusters
Min Gust Influence Sets the minimum level of influence of gusts within the wind simulation
Max Gust Influence Sets the maximum level of influence of gusts within the wind simulation
Gust Speed Sets the speed at which gusts appear/ disappear
Gust Size Sets the size of gusts within the wind simulation.

 Asset Brushes
Asset Brush List Contains the list of asset brushes within the zone. There is no limit as to how many asset brushes can be added. Before being able to use any of the asset brushes, it must first be selected from this list.
New Brush Add a new asset brush to the Asset Brush list.
Rename Rename the currently selected Asset Brush from the Asset Brush List
Remove Remove the currently selected Asset Brush from the Asset Brush List. This will also remove any placements of this brush from the zone.
Asset List Contains the list of all the assets within the currently selected Asset Brush.
Add Model Add a Model asset to the currently selected Asset Brush.
Remove Remove the currently selected model from the selected Asset Brush
 Recalculate Placements Recalculate the placements of the currently selected asset in the zone. Depending on the number of terrain chunks and placement rules, this process can take several minutes. It is important not to interrupt Bright Engine during this process, even if it appears to stop responding.
 Material Assignments
Material List Contains the list of materials assigned the currently selected asset within the selected asset brush. These settings work in a similar fashion to the material settings found in the architect panel. However, changing the materials in this panel will affect all assets that have been placed by the brush.

If you want to exclude brush placed assets from being affected by brushes, you can remove them from the brush in the Architect panel settings.
Material Editor Opens the Material Editor
Refresh Material Reloads the selected Material and its textures to update the Editor after it has been modified. If no changes have been made, nothing will happen.
 Model LOD Settings
Coming soon!
 Placement Transformations
Placement Rules Editing any Placement Rules requires the recalculation of placements in order to take effect on existing placements.
Local Footprint Sets the minimum distance between placements of this asset. For example, if this value is set to 4 meters, each placement will be at least 4 meters apart.
Global Footprint Set the minimum distance between all placements for every asset in the brush.
Footprint Jitter Set the distance over which the Local and Global footprint values can be overridden. This allows for an element of randomness between placements, to prevent perfectly spaced placements that can produce identifiable patterns.
Min Density Threshold Set the minimum density requirement for a placement to be allowed at the sampled location. Density is set during painting and is equal to the brush strength.
Max Density Threshold Set the maximum density requirement for a placement to be allowed at the sampled location. Density is set during painting and is equal to the brush strength.
Min Height Threshold Set the minimum world-space height requirement for placement to be allowed.
Max Height Threshold Set the maximum world-space height requirement for placements to be allowed.
Min Slope Threshold Sets the minimum terrain slope angle requirement for placement to be allowed.
Max Slope Threshold Sets the maximum terrain slope angle requirement for placement to be allowed.
Terrain Layers (1 to 18) Sets the rules regarding which painted terrain layers the selected asset is allowed to be placed on.
Transformations
Min Scale Sets the minimum scale that a placed asset can be.
Max Scale Sets the maximum scale that a placed asset can be.
Align to Terrain Sets whether placed assets should be rotated so that they align with the terrain slope at the sampled placement location.
Min Axis Rotation Sets the minimum y-axis rotation allowed during placement.
Max Axis Rotation Sets the maximum y-axis rotation allowed during placement.
Min Tilt Set the minimum tilt allowed during placement. Tilt controls how closely a placed asset will align to the terrain slope at the placement location. This feature requires Align to Terrain to be enabled.
Max Tilt Set the maximum tilt allowed during placement. Tilt controls how closely a placed asset will align to the terrain slope at the placement location. This feature requires Align to Terrain to be enabled.
Y Position Modifier Set the y position modifier of the placed asset. This allows you to place assets above and below the terrain.
 Simulation
Coming soon!



 Vertex Color Painting
Object Painting
Paint Terrain Sets whether the vertex color painting should be applied to terrain chunks.
Paint Foliage Sets whether the vertex color painting should be applied to the selected foliage layer
Vertex Painting
Color Sets the color of the paint to use while vertex painting terrain or the selected chunk