Sculpting & Brushes
Hands-on terrain shaping. Click, drag, sculpt.
How Sculpting Works
After generating a terrain (or loading one from a BBT file), switch to the Sculpt panel to start hand-editing. Click and drag on the terrain surface — the brush modifies vertex heights in real time beneath the cursor.
A circular brush indicator follows your mouse, showing the affected area. The brush respects the terrain's height floor — you can never sculpt below the museum block base (Y=0).
Brush Modes
| Brush | What It Does | When to Use |
|---|---|---|
| Raise | Pushes terrain upward beneath the brush | Building mountains, ridges, walls |
| Lower | Pushes terrain downward (clamped at Y=0) | Carving valleys, river beds, craters |
| Smooth | Averages neighboring heights to eliminate sharp edges | Softening ridges, blending transitions |
| Flatten | Levels terrain to a target height (sampled from the first click) | Creating plateaus, building pads, flat areas |
| Level | Brings all vertices under the brush toward a uniform height | Smoothing out an area to a consistent elevation |
Brush Parameters
| Parameter | What It Controls |
|---|---|
| Radius | Size of the brush circle. Larger radius = broader strokes |
| Strength | How aggressively the brush modifies heights per frame. Lower = subtle, higher = dramatic |
Start with low strength and build up gradually. It's much easier to add more height than to undo an overenthusiastic mountain. The smooth brush is your best friend for fixing heavy-handed sculpting.
Height Floor
All brush operations respect a height floor at Y=0. This is the top of the museum block base. You can lower terrain all the way down to the base, but never below it. This prevents geometry from punching through the display pedestal.
The height clamp applies during both sculpting and procedural generation. Erosion channels that would go below zero are clamped at the base.