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Getting Started
Geometry
Scatter
Materials
Utilities

Geometry Grid Settings

Base Terrain Settings

Grid Settings

Viewport Amount

Change this slider in order to reduce the amount of vertices in just the viewport. Rendering will use the full resolution set in the UI. This means that at render it might take longer than usual as it's needing to recalculate the terrain at the new higher resolution. This also may negatively impact any simulations that have been baked out (erosion) and it will rearrange any scatter systems.

Create your Terrain using the [Create Terrain] button
Create a Terrain GIF

Fixed Grid

To set the grid resolution, Fixed Grid requires the user to input a specific vertex count. The default value is 256, resulting in 256x256 vertices along the X and Y coordinates of the mesh. This generates either 65,536 vertices or 65,025 faces.

Vertex count remains constant regardless of the mesh size, be it 1km or 1m, and not dependent on scale.
Fixed Grid Resolution UI

Vertices

The number of vertices in the X and Y axes

Size

How large the terrain grid should be in the scene.

Density Grid

When utilizing the Density feature, the size of the object affects its functionality. By default, the value is 0.10 since the default size is 1km. This signifies that the mesh's resolution is one-tenth of the size, resulting in 10,000 vertices. If you increase the resolution to 1 with a size of 1000m, you will have 1 million vertices (1000x1000(x,y)).It is IMPORTANT to bear this in mind as this can result in significantly more computer resources being used with larger meshes.

WARNING: We do not adise surpassing a resolution of 0.1. See below for examples of why.

Density Grid Resolution UI

Resolution

The amount of vertices per Blender unit in the X and Y axes.

Size Split

Have a non-square terrain shape and see options for splitting

Size

How large the terrain grid should be in the scene. Enable Size Split to have a different size in the X axis than the Y axis.

Examples of Memory usage on high density meshes


Default

Density Value and Scale

RAM/Memory Usage

Scene Stats

Resolution

Density Value and Scale

RAM/Memory Usage

Scene Stats

Resolution and Size

Density Value and Scale

RAM/Memory Usage

Scene Stats

Height Settings

Multiplier

Increase the distance from the lowest point on the terrain to the highest.

Use Range

Instead of just multiplying the heights, remap the lowest point and highest points on the terrain so that the distance between them is always the same.

Range

The constant distance from the lowest point of the terrain to the highest point. Only available when Use Range is enabled.

Offset

Offset the heights of the entire terrain by a specific amount.

Sea Level (Height Anchoring) Menu

Choose from where the terrain is at a height of 0, ie sea level. Height adjustments will be made so that the chosen area is always at sea level.

None

No anchoring. Sea level is dependent upon all other settings

Lowest

All vertices are moved in such a way that the lowest point is always at sea level. Increasing heights will always stretch the entire terrain higher above sea level.

Middle (Default)

All vertices are moved in such a way so that the average height is at sea level. Increasing heights will stretch the terrain away from sea level. Those above will move farther above and those below will continue to move deeper.

Highest

All vertices are moved in such a way that the highest point is always at sea level. Increasing heights will always stretch the entire terrain deeper below the sea level.

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Created:
July 25, 2023
updated:
March 11, 2024

True-VFX

Author |
Heather @ True-VFX
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