GLOBAL

Camera & Controls

These work in every tool, all the time.

Right Mouse Button (hold)
Look around and unlock WASD flying
W / A / S / D
Fly forward / left / back / right (while RMB held)
Q / Left Shift
Fly down
E / Space
Fly up
Tab
Cycle Sculpt → Foliage → Texture → Road Editor
Left Mouse Button
Paint or edit with whichever tool is active
F
Toggle wireframe overlay
G
Toggle solid terrain faces
T
Toggle foliage visibility
Delete
Remove the selected road point (Road Editor only)
Esc
Quit
01

Terrain Sculpt

Shape the heightmap with a soft-edged brush.

  • 1
    Select the Sculpt Terrain tool
    Press Tab or pick it from the Tool dropdown at the top of the panel.
  • 2
    Pick a brush mode
    Choose Raise, Lower, Flatten or Smooth.
  • 3
    Set Radius and Strength
    Radius controls how wide the brush reaches; Strength controls how fast it sculpts per frame.
  • 4
    Hold LMB and drag over the ground
    The terrain updates live under the cursor. With Flatten, the target height is locked the moment you click, so the whole stroke levels toward one plane.
  • 5
    Start over if you want to
    Regenerate terrain generates a fresh random landscape; Flatten to 0 clears it to a flat plane. Both re-snap any roads and re-glue foliage automatically.
  • 6
    Change detail level (optional)
    Open Terrain Detail / Resolution, drag the grid resolution slider, then Apply Resolution — your sculpted shape carries over onto the new grid.
02

Splat Texture Paint

Blend Grass, Dirt, Rock and Sand across the surface.

  • 1
    Select the Paint Texture tool
    The terrain already has a sensible starting blend, seeded from height and slope — you're painting corrections, not starting from nothing.
  • 2
    Choose a Layer
    Grass, Dirt, Rock or Sand — this is the layer your brush pushes toward.
  • 3
    Set Radius, Strength and Tile scale
    Tile scale controls how large each texture repeats across the ground.
  • 4
    Hold LMB and paint
    The brushed area's weight shifts toward the selected layer, with the other three shrinking proportionally.
  • 5
    Reset if needed
    Reset from height/slope discards manual painting and restores the automatic starting blend.
  • 6
    Swap in your own texture (optional)
    Use Browse... next to the selected layer to load a custom image, or Reset layer to go back to the procedural default.
03

Road & Spline

Draw a path; the mesh and terrain carve follow.

  • 1
    Open the Road Editor and start a road
    Click New Road, or select an existing one from the Active Road dropdown.
  • 2
    Place control points
    Click empty ground to add a point. Click and drag an existing point to move it. Select a point and press Delete Selected Point (or the Delete key) to remove it.
  • 3
    Shape the road
    Adjust Width, Terrain blend margin, Mesh height offset and Texture tile length. The terrain carve updates automatically as you edit points, and after changing Width or the blend margin, click Apply Road to Terrain to re-carve.
  • 4
    Close it into a loop (optional)
    Enable Complete Track once you have at least 3 points to stitch the last point back to the first.
  • 5
    Branch a junction (optional)
    Select a point on this road, then click Branch New Road Here to start a new road from that exact spot.
  • 6
    Pick a surface
    Choose a texture from the dropdown (Asphalt, Dirt Road, Cobblestone, Brick), or Browse... to import your own image.
04

Modular Road Props

Line fences and lamps along a road's edge.

  • 1
    Add a layer
    With a road selected, click Add Prop Layer under Modular Props.
  • 2
    Configure it
    Open the layer and set Type (Fence, Lamp, or an imported prop), Side (left / right / both), Spacing, and Offset from edge.
  • 3
    Fix orientation if needed
    Nudge Rotation offset (deg) if a prop looks turned the wrong way relative to the road.
  • 4
    Stack more layers
    Repeat to add a second (or third) prop type to the same road — a fence layer and a lamp layer can run side by side.
05

Foliage

Nothing grows until you paint it.

  • 1
    Select the Paint Foliage tool
    The terrain starts completely empty — foliage is never placed automatically.
  • 2
    Pick a Type
    Choose a specific type, or All (mix) to let the brush pick whichever type's rule fits each spot.
  • 3
    Set Radius and Density
    Enable Soft edge falloff for foliage that thins out toward the brush rim instead of a hard-edged disc.
  • 4
    Hold LMB to paint
    Instances that would sit too close to an existing one are skipped automatically, so holding the mouse down doesn't pile everything on one spot.
  • 5
    Erase or force-place
    Enable Erase mode to clear foliage with the brush, or Force placement to plant a chosen type anywhere — even a cliff its rule would normally reject.
  • 6
    Clear or scatter (optional)
    Clear all foliage wipes everything. Under Advanced: random scatter fill, Scatter Fill runs a one-shot random pass at a chosen density.
06

Custom Import

Add your own foliage or road props from a .obj file.

  • 1
    Get a .obj file
    Download the "Original Format" / OBJ version of a CC-licensed model from Sketchfab, or export one from Blender via File → Export → Wavefront (.obj). Other formats (.fbx / .gltf / .glb)? Open them in Blender once and re-export as .obj.
  • 2
    Open the importer
    For foliage: open Import custom foliage (.obj) in the Paint Foliage panel. For road props: open Import custom road prop (.obj) in the Road Editor panel.
  • 3
    Point it at your file
    Type the path directly, or use Browse... (native dialog) — it falls back to Browse (in-app) automatically if a native dialog isn't available on your system.
  • 4
    Set its rules
    Foliage: name, min/max height, minimum flatness, scale range and tint. Road props: name, model height, forward axis (which way the model "faces") and tint.
  • 5
    Import it
    Click Import as new foliage type or Import as new road prop type — it appears in the relevant Type dropdown immediately, ready to paint or add as a prop layer.

Ready to open the editor?

Grab the app and start with the default terrain — every tool above is one Tab press away.