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Alternatively, instead of selecting an existing world project like Tech Demos to edit, you can create a new world by selecting the "Create New World" option and enter a unique world project name there, then press the button for Create World.
However, for this tutorial, we show editing the existing Tech Demos world.
From the Main Menu, select "Create New Scene" from one of two places: (a) the top menu green button, or (b) right-click on the World Explorer top node labeled "Tech Demos" and select from menu.
OR
Click the New Scene button in World Explorer toolbar OR Go to File (Visual3D icon) menu and select > New Scene:


This video shows terrain creation from heightmap and optional aerial imagery.
Also, screenshots summarizing the main steps are found below, as well as in our Importing Terrains from DTED and GIS DEM Data tutorial screenshots (though that is covered in more detail below and in the procedural painting section of this user manual).
Select Heightmap (or DTED or GIS DEM Data) to Import:


Select Imagery to Import:

This video shows different terrain relief modifiers in action.
The above video shows terrain painting and paintbrushes tuning, and our Sculpting & Painting screenshot-based written tutorial covers this further.


This video shows different terrain rendering modes.
Visual3D uses one of the most advanced terrain systems on the market. Did you know that?
Visual3D is capable of rendering terrains of unlimited sizes (only limited by disk size, RAM size, and detail to performance requirements).
But to see your terrain in this mode, there is a slight cost -- you must Build it! Typically, this takes a few minutes, for a single tile.
As we continue to optimize it further, you will see increasingly large examples of huge multi-tile terrains, with some support for setting them up inside Architect tool set directly.
Anyhow -- on to business now -- to see your terrain in it's full glory (most optimal format) -- you must click "Build/Apply" at top of screen, and then wait it out.
Go get some coffee, or relieve bodily pressures, or call your mother or someone dear to you. Don't waste these precious few moments by waiting on Visual3D.
Visual3D is here to increase your quality of life and your happiness. It is not here to waste your time, or make you wait.
So please, do not just sit there and stare at the screen -- it makes Visual3D feel very self-conscious and bad. Go find something to do for a few minutes, please!
Ok -- now you are prepped to do the build. Click "Build/Apply" and go do your thing!
If you haven't bought your own license to Visual3D yet, you should have just enough time to complete the transaction before the build completes. And when you do this, pat yourself on the back and say something nice to yourself. You have just done a very great thing, as your precious money will be used for food, shelter and internet service for the very dear developers who brought you this wonderful product. Just keep in mind all of the "Great Skills" you are learning, and appreciate the great successes Visual3D will bring to your doorstep. Now isn't that worth it?
OK -- now it's about time for the build to be done, so that you can see your terrain in all of its glory.

This video describes optimized terrain mesh tuning close up.
1. Select TerranSettings in World Explorer, or terrain settings will be selected automatically when you select the Terrain tab and the Sculpting tab in the Terrain Tools window.
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2. Add a new tile in the Object Editor.
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3. Adjust the new tile (by default Tile1).
Enter World Cell Coordinate X = 1 and Y = 0. This means that all your terrain (with many tiles) is spaced by cells, and 0, 1 means that tile has 0 offset in cells by X axis and 1 offset in cells by Y axis. For instance, if you want to have a terrain with 2x2=4 tiles, your tile coordinates in cells will be: [0][0], [1][0], [0][1], [1][1].
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4. Edit (sculpt or paint) the new tile in the Terrain Editor.
a. Make double click in the World Explorer.
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b. Use a context menu in the Object Editor.
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Terrain Editor User Controls Reference
The above link is to shortened version of the older Terrain Terrain Editor Introduction Tutorial, which includes voice over narration, showing and describing the user controls for moving the camera around, adjusting painting/sculpting brush parameters, changing brush/tool modes, and fixing mistakes with "undo".
We will give you some quick pointers here.
Use your Middle Mouse Button + Drag a lot --- this allows you to grab any piece of the terrain an pivot around it to get your perfect view angle!
Then use the Mouse Wheel to Zoom in and out!
If you wish to "Free Fly" around, use WSAD keys, and if you want to "levitate up/down", then press SHIFT key while using the Wheel Up or Down.
Right-Click + Drag to turn the camera.
Left-click to use the current brush -- so be careful! It's loaded!
If you mess up, don't hesitate to use Ctrl+Z to "undo". It really works!
To adjust the 3 main Brush settings, press the "Ctrl" key along with one of the 3 mouse buttons plus drag, to adjust these settings. Each Mouse button is bound to a separate setting as follows:
Note that for all 3 adjustments, there is a separate visualizer shown on the brush to help you do everything local without the inconvenience of having to leave the render window to adjust these settings. This is very convenient!
When applying the brush (using Left-button press and hold), the SHIFT key can in many cases be used to "Reverse the direction" and the Alt key can "slow down the effect".
(Tutorial coming soon)

Using your newly acquired Camera manipulation skills, maneuver your camera down to the mountain side pictured below. The easiest way to do this is to Middle-Mouse Click the ground you want to move towards, and then roll the Mouse Wheel Up (or forward) until you zoom to that location. Very fast and convenient.
Make sure the "Sculpt" tab is selected in the Terrain Editor panel at the top left side of your tool set window. Then select the "Raise" sub-tab beneath it (both should already be selected normally).
To get some easier practice, let's start out with a sample mound. Pick out some flat territory near you, and start there.
First let's slow down the brush to about "10". To do this, with mouse in the render window, press CTRL + RightMouseButton + drag to the Left, until the Strength reads about "10".
Now place your circular brush where you want to create a mound, and press the Left Mouse button in short-spurts, and drag the mouse a bit as the ground rises.


Now that we have some odd looking mounds in our ground, let's do something more interesting with them.
Switch your brush type from "Raise" to "Smooth".
Note, that if you press SHIFT while applying this brush - it behaves in the opposite fashion to Smooth -- which we call "Sharpen".
Shift+Smooth = SHARPEN.
This is a great way to amplify the ridges and detail that are already there, to create a more dramatic mound.
Press SHIFT + LeftClick and slide your brush over top the mound until you get the effect you like.
If you don't like the effect, just press Ctrl + Z to Undo until it's back to a good state again. (our undo buffer right now is small, so don't count on more than 10 undo's at once)
Also, you might want to play around with the sub-settings for Smooth Brush, called "Filter Radius" (defaults to 3 meters) and "Anti-Spikes" (defaults to 1.0).

As you might notice, this new mounds now look just a little bit "mutant". They don't quite match the rest of the scene.
Enter "Procedural Brush". The key to making it match is to use the same Procedural Brush as has been used to the rest of the scene (except for the dirt road).
Select the "Paint" tab in the Terrain Editor. Then double-click the "<Procedural Brush>" shown in the "Texture Layers" below.
From the selection dialog, select "Lost Isle 3 - Procedural Paint 1 -.." option by double-clicking it.
Now this procedural brush will be active! Press the Left Mouse Button and drag the brush overtop your Mound, until it looks "just right".
You should see more Rock being colored onto this mound, to match the style of the other mountains and hills in this scene.
Now your mound looks more like all the others! Sweet, you did it!
How does yours look? Like a professional, eh?
Feel free to experiment with the various brush types on this mound. Go ahead and mess it up badly if you like.
It's important to experiment freely until you get comfortable with the tools.
Feel free to start over from scratch with a new scene as many times as you like. It's easy. It's fun. It's worth it! ;)
After you work this for a while -- you will have acquired yet another "great skill" to attract those of the opposite gender (... or the same in some cases).


Position your camera now back over by the mountain shown in the diagram below. We're going to make a Mountain Pass that you walk or drive on!
One of my favorite brushes to use for this is the "Flatten" brush turned down low, so that it behaves more like a "smudge tool".
You might have to watch the video tutorial (not published at the time of this writing) to see the best techniques for making a sloped path, as we are going to do now.
The secret is short and quick strokes with the Flatten brush turned down fairly low (usually 20 is a good place to start). As you get better with it, you can turn up the strength and achieve the same results even faster.
If you work really hard, and stay focused, you might become just as masterful as me at this! Won't you be proud then?
Again, I must remind you that mastering the Flatten brush, is considered yet another "great skill" useful increasing your romantic appeal. So take it very seriously, and great things will happen to you.
Check out the path I made in the diagram below using only the Flatten brush. Amazing, eh?


Feel free to experiment with the various brushes to produce the desired effect.
Consider using the "SHARPEN" effect (SHIFT+Smooth == SHARPEN) along the edges of your path to raise the edges and create a nicer looking result, with more drama.
Carefully, with short-strokes of a low powered Flatten brush, carve your path up the mountain side, and meander as needed to create a more gradual pleasant slope.
Don't let existing peaks get in your way -- that's what "Flattening" is all about!
Visual3D makes you semi-god-like. You can flatten mountains with the click and stroke of your mouse-wielding wrist! So watch out that you don't hurt anyone too badly.
Please feel free to recreate your scene from scratch and try again many times, until you get it right.
For smaller scale mess-ups, just use Ctrl+Z to bring your terrain back to a "Good state", but remember the Undo Buffer only holds up to 10 actions. (It will be increased in the future.)
See the top-view below, how I masterfully carved a complete new Mountain Pass into my own new version of the Lost Isle terrain. Amazing!
Did you wet your pants yet? Not even a little? Come on, fess up.


Are you ready to Paint? Great. This is yet another "Great Skill" that will help you be successful and popular in life.
Let's use our trusty Procedural brush, which may already be set to the correct "Lost Isle" default. If it's not, then select it now, as shown in step #5C above.
You should be getting better at this by now. Go ahead and paint the path with this brush. Wow, looks nice, eh?

Since the Path should differentiate itself from the rest of the mountain, I suggest you use the "Dirt Road Brush" now, and repaint all or parts of the path.
Do you like the new effect? I hope not... because who wants to paint with someone's else's brush??? Especially when you can customize your own. (shown in #7C below)


Your current Active Brush settings can be found in the "Object Editor" on the right side of tool set.
With "Terrain Settings" selected (which should be by default), open up the "Procedural Painting" section by clicking the "+" plus sign.
Oh, oh!! This looks scary!!! This is where you see the less-elegant parts of Beta 6! We have plans to make this part more elegant for future releases.
But this will do for now. Don't be scared, "you can do it!" Just repeat this to yourself "I think I can, I think I can... " then "I know I can, I know I can..." And just like the little train, you will succeed!
Now just to warn you -- the skill you are about to learn here is a bit mathematical in nature. You will be tweaking percentages "%", Slope Ranges (degrees), and edge bias filters! (what the heck do you mean by edge???)
Here is how it works....
Are you worn out yet? Does your brain need some ice? Or maybe more likely, you might be asleep or in a trance by now.
Wake-up! It's time to fiddle with some values! If none of this makes sense, then just go crazy with modifying values randomly -- and after each set of changes -- try painting in the scene, and see the result!
Is it getting more fun yet? Keep on doing this - and eventually you'll create an effect that you like.
Ok -- backing up now -- you can do just something simple now with us.
Reselect the "Dirt Road Brush", and then open up "Altitude Layer 0", and then open up "Layers 1" (the Grass Layer). We want to make this dirt road "more grassy". (who likes all that dirt anyways?)
Change the Strength of this layer up to 500%, which will make it overpower the Dirt in some places (anywhere the slope is > 1 degree).
Now paint with it, and see much of your dirt turn to Grass.
Play with more settings until you achieve the right result, to match your tastes.


Now it's time to add LandCover to our Mountain Pass Scene.
Click on the "Terrain" tab to top of Scene window, and then click the "LandCover" tab over in the "Terrain Tools" panel. See all the pretty colors?
If you remember when we selected "Create New Scene", we selected to "Add LandCover" which inherited the LandCover from Lost Isle. So we have the same Placement Map.

Notice from the diagram above, how we have LandCover on our new Path. This is not good. We want a clear path.
So before we go further, let's erase this Landcover. Click the "<Erase>" brush from the Terrain Editor panel.
Then LeftClick + Drag to Erase the LandCover from the near ramp we built.


Note that for Beta 6, LandCover objects will not spawn while in Terrain Editing mode. They only spawn in Run Mode. This will be fixed for a future release, for your convenience.
Click on the "Run" tab at top of Scene Window.
A warning should show (as seen below) to indicate that you have not yet defined LandCover Objects to be placed. So you have a Placement Map -- but no Objects defined yet.
Notice in the Object Editor, that the "Object Definitions" list is currently empty.


To select a predefined set of Objects, click the "..." next to "Object Definitions" in the Object Editor, as shown below.
Then select the "Birch Tree LandCover Sample 1" collection from the dialog, as shown.
When you are done, the result will instantly show up in the scene! Nice... err, maybe not -- looks kind yucky to me.
Not that I have anything against Birch Trees, but according to my taste -- they just don't seem to fit here in our version of Lost Isle with this paint palette.
Just looking at it makes me want to heave. Please change it, please change it....!! Please. Don't tell me that you like it -- I know you are lying.


More love has clearly been poured into the Lost Isle Collection. Let's choose it instead.
For fun, let's do this in another way. Try this instead.
Find "Lost Isle Dying - Objects" collection in the Asset Explorer. It's found under "Environments->Landcover->LC Object Collections".
Or you can just type "Dying" into the Filter at top, and it will show you the few selections that match. Or you can use Group Filter to only show you the LandCover types.
Once you find it, Drag&Drop it from the Asset Explorer onto the Scene Window, while in Run Mode.
Instantly, the LandCover collection will change over to the new collection. Elegance, right? You know it.
Ahh, now that looks nice. Now don't be shy -- move your camera over near the trees and see the shadows, and all their glory.


Now it's time to test out our craftsmanship by driving over top it with a dune buggy.
Move your camera to the base of your ramp.
In "Asset Explorer" type the word "Buggy" into the filter box, and you will see the "Buggy" entity showing below.
Now Drag/Drop the "Buggy" entity near base of your new ramp.
Are you ready to take a short-cut through the mountains?


Double-click your buggy to take control of it
Use the WASD keys to steer and accelerate it. Use <Space> for "braking" and "B" for the horn ("[B]eep!").
Drive your buggy through the mountains up one side, and down the other.
How was it? Do you need to make changes to your path? If so -- have at it! We must make this a fun path to drive.



Unless you took care of this without me telling you (and if so, "good for you!"), you will now notice that there might be trees populating the down ramp on the other side of the mountain.
Now take a breath, and don't freak out. We can deal with this.
Ah yes, here's how. Switch into Terrain Edit Mode, and Select the "LandCover" tab from Terrain Tools (just as before).
Now you will see the coloration on your ramp. Use the "<Erase>" brush as you had before, to clear the plants away from your path.
Now click "Run" tab, and that's all there is to it!
Save your scene, so that later you can show off the results of your "Great Skills" and watch your romance life flourish.
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Don't forget to play around with your new creation. Drop in some buggies, and away you go. To bring a buggy to life, just double-click it, and then press <Escape>. This activates its own primitive AI, so that it will begin to drive solo. Then you can drop in a buggy for yourself, and join the fun.

That's it. I hope you enjoyed the tutorial. Now that you have new "Great Skills", put them to work for you, and tell us about your great success on our forums!
We would love to see screenshots of your original creations, posted to our forums -- whether grand or ugly! All submissions are welcomed.