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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.

Desert terrain with mountains in the distance

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.

Terrain Materials

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.

Appearance of Asphalt material

Asphalt

Appearance of Basalt material

Basalt

Appearance of Brick material

Brick

Appearance of Cobblestone material

Cobblestone

Appearance of Concrete material

Concrete

Appearance of Cracked Lava material

Cracked Lava

Appearance of Glacier material

Glacier

Appearance of Grass material

Grass

Appearance of Ground material

Ground

Appearance of Ice material

Ice

Appearance of Leafy Grass material

Leafy Grass

Appearance of Limestone material

Limestone

Appearance of Mud material

Mud

Appearance of Pavement material

Pavement

Appearance of Rock material

Rock

Appearance of Salt material

Salt

Appearance of Sand material

Sand

Appearance of Sandstone material

Sandstone

Appearance of Slate material

Slate

Appearance of Snow material

Snow

Appearance of Water material

Water

Appearance of Wood Planks material

Wood Planks

Air material icon (no visual appearance)

Air

Water Appearance

By default, terrain water ripples, oscillates, and shimmers with a subtle motion.

To customize the color and motion of water:

  1. Select the Terrain object under Workspace in the Explorer window.

    Terrain object shown in Explorer window of Studio
  2. 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).
Some water properties are only visible while playtesting. To preview all properties while editing, open **Studio Settings**, search for **Editor Quality Level**, and set it to the highest level.

Animated Grass

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:

  1. Select the Terrain object under Workspace in the Explorer window.

    Terrain object shown in Explorer window of Studio
  2. Toggle on the Decoration property in the Properties window.

    Decoration property of Terrain object in Properties window of Studio
  3. Adjust the grass length by entering a value between 0.1 and 1 for the GrassLength property.

    GrassLength property of Terrain object in Properties window of Studio This feature is currently in beta. To use it, go to **File** → **Beta Features** and enable **Grass Length Customization**. GrassLength of 0.1 GrassLength of 1.0
  4. If desired, adjust the direction and strength of its animation through global wind.

Custom Terrain Colors

Each terrain material is assigned a default color, but you can customize any material's color to better fit your experience.

Default terrain colors used in desert landscape

Custom terrain colors applied for fantasy landscape

Custom terrain colors applied for tundra landscape

To customize any material color other than water:

  1. Select the Terrain object under Workspace in the Explorer window.

    Terrain object shown in Explorer window of Studio
  2. Expand MaterialColors in the Properties window. All materials display with their RGB code.

    MaterialColors property shown in Properties window of Studio
  3. For any given material, either input a new RGB code or click the color box to open the colors popup.

Generating Terrain

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.

Generate Tool

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.

  1. Navigate to the Create tab of the Terrain Editor and select the Generate tool.

    Generate tool indicated in Create tab of Terrain Editor
  2. 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
  3. Adjust any other desired settings as documented here.

  4. 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.

  5. Click the Generate button.

Heightmaps and Colormaps

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.

Example heightmap image

Heightmap

Example colormap image

Colormap

Terrain generated from the example heightmap and colormap

Generated terrain

1 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:

  1. Navigate to the Create tab of the Terrain Editor and select the Import tool.

    Import tool indicated in Create tab of Terrain Editor
  2. In the tool's Map Settings section, click the import button and choose the image you want to import as a heightmap.

  3. 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.
  4. 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.
  5. Click the Generate button.

Color Key

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

Scripting

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)

Large-Scale Editing

The terrain editor's Edit tab contains tools for large-scale editing through region selection, transform, fill, replace, or setting sea level.

Selecting Regions

The Select tool is the universal tool for selecting rectangular regions of terrain.

Select tool indicated in Edit tab of Terrain Editor

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 region

Move draggers and scale handles on a selected region

Studio 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.

Transforming Regions

The Transform tool lets you manipulate entire selected regions to a new position, size, or orientation.

To transform a region:

  1. Select a region and then activate the Transform tool. Note that the tool will be automatically activated if you paste or duplicate terrain.

    Transform tool indicated in Edit tab of Terrain Editor
  2. Check the rotation snapping settings in Studio's Model tab, as this affects terrain rotation. Disable rotation snapping entirely for free-form rotation.

  3. 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.

    Move draggers, scale handles, and rotate rings on the Y axis of a selected region 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.

Filling and Replacing

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:

  1. Select a region and then activate the Fill tool.

    Fill tool indicated in Edit tab of Terrain Editor
  2. 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.
  3. Click the Apply button or press Enter/Return.

    Region filled with Salt material Selected region filled with Salt material

Setting Sea Level

The Sea Level tool lets you create a consistent water level or remove all water within a region.

  1. Activate the Sea Level tool.

    Sea Level tool indicated in Edit tab of Terrain Editor
  2. 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.

  3. Click the Evaporate button to remove water inside the selected region, or click the Create button to fill the selected region with water.

Detailed Editing

The terrain editor's Edit tab also contains tools for precision editing using a "brush" tool to draw, sculpt, smooth, flatten, or paint.

Detailed editing tools indicated in Edit tab of Terrain Editor

Each tool lets you choose from a sphere, box, or cylinder brush shape and a base size between 1–64 studs.

Brush shape and size controls in the Terrain Editor

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.

Drawing

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.

Sculpting

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.

Smoothing

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.

Flattening

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.

Painting

The Paint tool, using the brush, paints a terrain material over an existing material or replaces one material with another material.