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.

Sculpting in action — brush indicator on terrain with raise mode active
Recommended: 1920×1080

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
✅ Pro Tip

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.

⚠ Note

The height clamp applies during both sculpting and procedural generation. Erosion channels that would go below zero are clamped at the base.