title | description |
---|---|
Environmental Terrain |
Explore how to generate and sculpt realistic terrain environments such as mountains, bodies of water, grass-covered hills, or a flat desert. |
Studio's Terrain Editor lets you generate and sculpt detailed and realistic terrain environments such as mountains, bodies of water, grass-covered hills, or a flat desert. Terrain is made up of grids of voxels which are 4×4×4 stud regions in the 3D world with a set material.
Using the Terrain Editor, you can easily generate and edit terrain either at a voxel or region level with the option of importing a heightmap and colormap. For more precise, dynamic, or procedural terrain editing, you can also script terrain creation.
The following default materials are available for terrain, and you can also apply custom materials. Materials affect both the shape and appearance of terrain in the world; for example, animated grass renders only on the Grass material and the Water material ripples and shimmers with a subtle motion.
Asphalt Basalt Brick Cobblestone Concrete Cracked Lava Glacier Grass Ground Ice Leafy Grass Limestone Mud Pavement Rock Salt Sand Sandstone Slate Snow Water Wood Planks AirBy default, terrain water ripples, oscillates, and shimmers with a subtle motion.
To customize the color and motion of water:
-
Select the Terrain object under Workspace in the Explorer window.
-
Customize the appearance of water through the following properties in the Properties window:
Property Description **WaterColor** Adjusts the overall hue of all terrain water in the experience. **WaterReflectance** Adjusts how much water surfaces reflect the sky and surrounding objects from a value of 1 (high) to 0 (none). **WaterTransparency** Adjusts how transparent water is from a value of 1 (clear) to 0 (opaque). **WaterWaveSize** Adjusts the size of waves from a value of 1 (large) to 0 (none). **WaterWaveSpeed** Adjusts the speed of waves from a value of 100 (turbulent) to 0 (still).
While most materials are static, you can add animated blades of grass to the Grass terrain material. By default, grass sways gently in a simulated wind, and you can adjust the direction/strength of its animation through global wind.
To add animated grass to the Grass material:
-
Select the Terrain object under Workspace in the Explorer window.
-
Toggle on the Decoration property in the Properties window.
-
Adjust the grass length by entering a value between 0.1 and 1 for the GrassLength property.
This feature is currently in beta. To use it, go to **File** → **Beta Features** and enable **Grass Length Customization**. -
If desired, adjust the direction and strength of its animation through global wind.
Each terrain material is assigned a default color, but you can customize any material's color to better fit your experience.
To customize any material color other than water:
-
Select the Terrain object under Workspace in the Explorer window.
-
Expand MaterialColors in the Properties window. All materials display with their RGB code.
-
For any given material, either input a new RGB code or click the color box to open the colors popup.
Using the following tools and methods, you can generate large areas of terrain procedurally with the Generate tool or scripting, or automatically based on a heightmap and optional colormap.
The Generate tool allows you to procedurally generate terrain in seconds. This is useful if you want to create a large map and then fine-tune terrain details.
-
Navigate to the Create tab of the Terrain Editor and select the Generate tool.
-
In the tool's Material Settings section, choose the following biomes to include in the new terrain:
- Water
- Plains
- Dunes
- Mountains
- Arctic
- Marsh
- Hills
- Canyons
- Lavascape
-
Adjust any other desired settings as documented here.
-
In the 3D viewport, move/resize the selection region in which to generate terrain. Alternatively, enter values into the Select tool's X/Y/Z inputs to set a specific position and size.
-
Click the Generate button.
A heightmap is a 2D representation of a 3D terrain map, as viewed directly from above. Brighter areas of a heightmap result in higher terrain, like mountains, while darker areas result in lower regions, like valleys.
An optional colormap, along with a heightmap, converts colors to terrain materials using a color key.
Heightmap Colormap Generated terrain1 pixel in a heightmap represents 4 studs in Studio, and Studio supports a maximum of 4096×4096 pixels in either .jpg
or .png
format.
To import a heightmap and optional colormap:
-
Navigate to the Create tab of the Terrain Editor and select the Import tool.
-
In the tool's Map Settings section, click the import button and choose the image you want to import as a heightmap.
-
In the tool's Material Settings section, select a terrain material or, alternatively, upload a colormap.
- To apply one consistent material across all of the generated terrain, select the Material tab and pick a terrain material.
- To apply a colormap, click the Colormap tab, click its import button, and choose the file to import. Colors on the image should match the color key values and use hard edges, since anti-aliasing or edge smoothing may create pixel colors outside the expected value ranges.
-
In the 3D viewport, move/resize the selection region in which to generate terrain. Alternatively, enter values into the Select tool fields to set a more specific position and size.
Minimum and maximum terrain heights depend on the darkest and lightest areas of the heightmap image in relation to the **Y** size (height) of the selection region. For instance, if you choose a height of 128, pure black areas are 64 studs below the center position and pure white areas are 64 studs above the center position. -
Click the Generate button.
The following table describes color mapping to a corresponding material. If your colormap contains a color that's not in the table, Studio chooses the closest matching material; for this reason, it is best to download the RobloxColorMapIndex file and directly sample its colors, or type the exact RGB/hex values into the color picker of your image editing application.
Material | RGB Value | Hex Value | Color |
---|---|---|---|
Air | [255, 255, 255] | FFFFFF | |
Asphalt | [115, 123, 107] | 737B6B | |
Basalt | [30, 30, 37] | 1E1E25 | |
Brick | [138, 86, 62] | 8A563E | |
Cobblestone | [132, 123, 90] | 847B5A 847b5A | |
Concrete | [127, 102, 63] | 7F663F | |
CrackedLava | [232, 156, 74] | E89C4A | |
Glacier | [101, 176, 234] | 65B0EA | |
Grass | [106, 127, 63] | 6A7F3F | |
Ground | [102, 92, 59] | 665C3B | |
Ice | [129, 194, 224] | 81C2E0 | |
LeafyGrass | [115, 132, 74] | 73844A | |
Limestone | [206, 173, 148] | CEAD94 | |
Mud | [58, 46, 36] | 3A2E24 | |
Pavement | [148, 148, 140] | 94948C | |
Rock | [102, 108, 111] | 666C6F | |
Salt | [198, 189, 181] | C6BDB5 | |
Sand | [143, 126, 95] | 8F7E5F | |
Sandstone | [137, 90, 71] | 895A47 | |
Slate | [63, 127, 107] | 3F7F6B | |
Snow | [195, 199, 218] | C3C7DA | |
WoodPlanks | [139, 109, 79] | 8B6D4F | |
Water | [12, 84, 92] | 0C545C |
You can script terrain generation using the Class.Terrain
class. For example, to create terrain with grass material that fills a volume, you can use methods such as Class.Terrain:FillBall()|FillBall()
, Class.Terrain:FillBlock()|FillBlock()
, Class.Terrain:FillCylinder()|FillCylinder()
, Class.Terrain:FillRegion()|FillRegion()
, or Class.Terrain:FillWedge()|FillWedge()
.
workspace.Terrain:FillBlock(CFrame.new(0, 0, 0), Vector3.new(4, 4, 4), Enum.Material.Grass)
The terrain editor's Edit tab contains tools for large-scale editing through region selection, transform, fill, replace, or setting sea level.
The Select tool is the universal tool for selecting rectangular regions of terrain.
Select a region by clicking and dragging in the 3D viewport, reposition it with the move draggers, and edit its size with the scale handles. Alternatively, enter values into the tool's X/Y/Z inputs to set a specific position and size.
Move draggers and scale handles on a selected regionStudio also supports the following keyboard and mouse shortcuts, assuming the Select tool is active and nothing is selected in the Explorer hierarchy.
Windows | Mac | Action |
---|---|---|
CtrlC | ⌘C | Copy terrain within the selected region to the clipboard. |
CtrlV | ⌘V | Paste terrain that has been copied to the clipboard and swap to the [Transform](../studio/terrain-editor.md#transform) tool so that the new terrain can be [transformed](#transforming-regions). |
CtrlX | ⌘X | Cut terrain within the selected region to the clipboard. |
CtrlD | ⌘D | Duplicate terrain within the selected region and swap to the [Transform](../studio/terrain-editor.md#transform) tool so that the new terrain can be [transformed](#transforming-regions). |
Delete | Delete | Delete terrain within the selected region. |
Shift | Shift | When held down while dragging any **scale** handle, scales the region proportionally across all other axes. |
Ctrl | ⌘ | When held down while dragging any **scale** handle, scales the region equally in both the positive and negative direction along that axis. |
The Transform tool lets you manipulate entire selected regions to a new position, size, or orientation.
To transform a region:
-
Select a region and then activate the Transform tool. Note that the tool will be automatically activated if you paste or duplicate terrain.
-
Check the rotation snapping settings in Studio's Model tab, as this affects terrain rotation. Disable rotation snapping entirely for free-form rotation.
-
In the 3D viewport, transform the region with the move draggers, rotate rings, and scale handles. Alternatively, enter values into the tool's X/Y/Z inputs to set a specific position, size, and rotation.
Similar to [selecting](#selecting-regions) a region, holding Shift while dragging any **scale** handle scales the region proportionally across all other axes, and holding Ctrl or ⌘ while dragging scales the region equally in both the positive and negative direction along that axis. By default, this tool uses **Live Edit** mode to constantly update terrain as you transform it. To view only a wireframe preview of the terrain as you transform it, disable live edit mode and then, while transforming, press Enter/Return or click the **Apply** button to apply the changes.
The Fill tool lets you fill an entire selected region with a specific material, or replace all material within the region with another material.
To fill or replace terrain:
-
Select a region and then activate the Fill tool.
-
In the tool's Material Settings section:
- To fill the region with a specific material, select Fill and choose the desired material.
- To replace all terrain of one material with another material, select Replace, then choose a source material and target material.
-
Click the Apply button or press Enter/Return.
Selected region filled with Salt material
The Sea Level tool lets you create a consistent water level or remove all water within a region.
-
Activate the Sea Level tool.
-
Select the intended region by clicking and dragging the move draggers and scale handles in the 3D viewport. Alternatively, enter values into the tool's X/Y/Z inputs to set a specific position and size.
-
Click the Evaporate button to remove water inside the selected region, or click the Create button to fill the selected region with water.
The terrain editor's Edit tab also contains tools for precision editing using a "brush" tool to draw, sculpt, smooth, flatten, or paint.
Each tool lets you choose from a sphere, box, or cylinder brush shape and a base size between 1–64 studs.
For tools which use the brush, Studio supports the following keyboard and mouse shortcuts.
Windows | Mac | Action |
---|---|---|
Ctrl | ⌘ | When held down while using the [Draw](../studio/terrain-editor.md#draw) and [Sculpt](../studio/terrain-editor.md#sculpt) tools, toggles on the alternate brush mode. For example, toggles on "subtract" mode instead of the default "add" mode. |
Shift | Shift | When held down while using the [Draw](../studio/terrain-editor.md#draw) and [Sculpt](../studio/terrain-editor.md#sculpt) tools, temporarily activates the [Smooth](../studio/terrain-editor.md#smooth) tool. |
B | B | When held down while dragging the mouse or using the scroll wheel, adjusts the brush's **base size**. |
CtrlB | ⌘B | When held down while dragging the mouse or using the scroll wheel, adjusts the brush's **height**. Only applies if the brush's shape is set to **box** or **cylinder**. |
ShiftB | ShiftB | When held down while dragging the mouse or using the scroll wheel, adjusts the brush's **strength**. Only applies when using the [Sculpt](../studio/terrain-editor.md#sculpt), [Smooth](../studio/terrain-editor.md#smooth), or [Flatten](../studio/terrain-editor.md#flatten) tool. |
Alt | ⌥ | When held down on mouse click, shows the material picker. |
The Draw tool adds or subtracts terrain using the brush. This tool functions in a dual mode where holding down Ctrl or ⌘ toggles on "subtract" mode instead of the default "add" mode. Additionally, holding down Shift temporarily activates the Smooth tool.
The Sculpt tool adds or subtracts terrain using the brush. Unlike the Draw tool, this tool includes a strength slider to allow for more gentle manipulation of terrain.
Similar to the Draw tool, the Sculpt tool functions in a dual mode where holding down Ctrl or ⌘ toggles on "subtract" mode instead of the default "add" mode. Additionally, holding down Shift temporarily activates the Smooth tool.
The Smooth tool smoothes out abrupt edges in terrain using the brush. This tool can be used in standalone mode, or you can toggle it on by holding Shift while using the Draw or Sculpt tools.
The Flatten tool flattens terrain to a consistent level across a visualized plane. By default, the tool lowers terrain above the plane and raises terrain below to the plane, but you can opt to selectively lower or raise through the tool's Flatten Mode option.
The Paint tool, using the brush, paints a terrain material over an existing material or replaces one material with another material.