Tutorial: Getting Started - Terrain

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Tutorial: Getting Started - Terrain Overview This tutorial teaches you how to apply materials to the terrain, modify the terrain height, and use the vegetation tool to paint trees onto the terrain. * This tutorial requires you use the SamplesProject supplied with the Lumberyard. Terrain Painting Now that you have the basics of the scene built with brushes, it's time to start building the surrounding terrain environment. To begin, you'll need to open two new editors, the Terrain Textures Layers and the Material Editor. 1. Open the Terrain Texture Layers editor. From the Editor toolbar, select the Terrain Textures icon or, from the main menu bar, select View / Open View Pane / Terrain Texture Layers. Editor Toolbar

Main Menu

The Terrain Texture Layers editor is used to define all the materials that are used to paint on the level's terrain mesh. The Terrain Texture Layers editor has the following areas: 1. Layer Tasks - Add, delete, and reorder layers in the Layer List 2. Layer Info - Information about the selected layer, including the layer size and surface type count 3. Layer Texture - Low-detail texture swatch; displays color information for the surface texture; displays far away textures 4. Options - Options related to the Layer List 5. Layer List - Layer textures available for painting onto the terrain (e.g. dirt, grass, rocks)

2. Open the Material Editor: From the Editor toolbar, you can select the Material Editor Dialog icon or, from the main menu bar, select View / Open View Pane / Material Editor. Editor Toolbar Main Menu

The Material Editor has the following areas: 1. Editor toolbar - Tool list for applying, deleting, saving, and creating materials 2. Material preview - Display for the selected material's appearance 3. Material folder directory - Folder tree to navigate through the materials available for use in the level 4. Material properties and settings - Parameters that define the material's appearance With these two editors open, you can now assign materials to your terrain mesh. 3. In the Terrain Texture Layers editor, in the Layer Tasks area, click Add Layer twice to add two new layers.

4. In the first new layer, double-click on the text NewLayer and rename it grass. 5. In the second new layer, double-click on the text NewLayer and rename it dirt. 6. Select the grass layer; it becomes highlighted orange.

7. Go back to the Material Editor and select the material gs_grass_01 located in the Material Editor's directory path materials/gettingstartedmaterials/gs_grass_01. 8. In the Terrain Texture Layers editor, the grass layer should still be selected. In the Layer Tasks area, choose Assign Material. 9. Next, select the dirt layer. Switch back to the Material Editor and select the Getting Started Material gs_ground_01.

10. Switch to the Terrain Texture Layers editor. With the dirt layer still selected, choose Assign Material in the Layer Tasks area. Note: In each of the terrain material layers is a small material preview box. This material preview box displays the assigned layer texture, not the material assigned from the material editor. For this tutorial, we are using the default grey.dds file, so both the grass and dirt layers appear with the grey layer texture.

11. Close Material Editor and Terrain Texture Editors, You are now ready to paint grass and dirt textures onto the terrain. In the Rollup Bar, select the Terrain tab, and then choose the Layer Painter button. This opens Lumberyard's terrain layer painting tools: 12. In the Layer Painter window, at the bottom, there is a list of the terrain materials that you have created: grass and dirt. Select grass. 13. Just above, there is the Vertex Coloring box with a Color box (default is white). Click on the color box and change the RGB color to 145, 180, 75 for a neighborly grass-green color. Click OK.

14. Click the Flood button at the bottom of the Layer Painter tool. The terrain is now covered in the grass texture and looks similar to this: 15. With the entire terrain now painted with the grass texture, you can paint some dirt into the scene around the perimeter of the street. Select the dirt material at the bottom of the Layer Painter tool. 16. Adjust the color box to a brown tone: RGB 115, 95, 50. Click OK. 17. In the Brush Settings box, set the Radius to 5 and the Hardness to 0.5.

18. Place your mouse in the Perspective Viewport (where your lovely town is displayed) and left click and drag to paint the dirt texture around the perimeter of the street. Do as little or as much as you like. When you are finished, you will have a town similar to the following: Terrain Height With the terrain now painted, we can move onto manipulating the height of the terrain with the Modify Terrain brush tools. 1. From the same Terrain tool tab in the Rollup Bar, choose the Modify button. This displays the Modify Terrain tools.

2. The Modify Terrain tool features the following: Brush Settings Flatten: Flatten the terrain to the designated height setting Smooth: Soften the terrain down to a smoother surface Rise/Lower: Raise or lower the terrain based on brush size settings Pick Height: Find and set heights based on existing terrain geometry Outside Radius: Set how big your brush is when painting Inside Radius: Set how round or flat the brush is in relation to the outside radius setting Hardness: Soften or harden the outer brush settings Height: Sets brush height Noise Settings Scale: Strength of the noise effect; higher value produces more noise Frequency: How often the effect is applied

3. Select the Rise/Lower button, set the Outside Radius = 25, Inside Radius = 1, Hardness = 0.25 and Height = 3. These settings help you create some gentle hills around your neighborhood. 4. In the Perspective Viewport, navigate towards the outer perimeter of the terrain map and left click to paint on the terrain. Experiment with holding and clicking along the terrain to manipulate the terrain to different heights. Build some larger hills of different sizes and shapes. 5. Adjust the brush settings so the Inside Radius = 20, Hardness = 1 and Height = 1. Paint again on the terrain. Notice how the terrain rises up more straight and rigid. 6. Choose the Smooth tool, set the Outside Radius = 25 and Hardness = 0.2. Paint with the smooth brush over the last area of terrain you created. Notice the smoothing of the terrain. 7. Select the Pick Height tool and click on a high point on the terrain. Notice the Height setting in the tool adjusts to the height selected. Select a point on the terrain where the height hasn't been changed. The height setting in the Modify Terrain tool changes to 32. Notice that this tool doesn't change your terrain, but simply adjust the settings for the next step. 8. Select the Flatten tool, set Outside Radius = 25, Inside Radius = 0 and Hardness = 1. Paint with the flatten tool over the area you just smoothed. The terrain should now flatten to the same height as the rest of the default terrain height. 9. Using these tools, create a range of high and long hills in the distant background from the neighborhood block area you created. 10. Adjust your brush settings to create smaller rolling hills closer to the neighborhood block. Use the Smooth tool to soften where you like. With a few minutes' work, you have something like this:

Terrain Vegetation With the Vegetation tool, you can paint 3d mesh objects like trees, shrubs, and grasses onto the terrain. Various settings help you to build beautiful organic environments using any type of 3d models you define. In the previous steps, you textured and modified your terrain. Now it's time to add some trees using the Vegetation tool. 1. In the Rollup Bar, on the Terrain tab, choose the Vegetation button.

2. In the Vegetation tool, you can modify the following settings: Toolbar - (Set of small icons) Displays tools to create, modify, and organize vegetation types Brush Radius - Sets the size of the brush used to paint vegetation into the level Paint Objects - Enables you to paint in the level Objects - Lists vegetation objects that have been created Table of attributes - List the attributes that can be modified for each vegetation object

3. In the New Category dialog, enter Trees. Click OK. 4. In the Objects list, select the Trees category you just created. 5. In the tool list, click the icon. 6. In the Preview dialog, choose the Objects folder from the left side.

7. Open the folder StyleTown. 8. Open Natural, then Vegetation. In the list of.cgf files, use Ctrl+click to select the following files: tree_01, tree_02, tree_04, and tree_06. Click Open. 9. You could paint trees into the environment now, but every tree would appear with the default brush settings, which provides no variation on the size, rotation, or spread of the trees.

10. Select the first tree on the list and change the following settings in the attributes list. Do this for each of the trees in your list. +- Size Var = 0.2 - Randomizes the tree's size Random Rotation = On (checked) - Rotates the tree randomly Density = 50 - Defines the density of the trees Sprite Distance = 50 - Defines distance from the camera view that vegetation transitions from a mesh to a sprite of that object.

11. Select the Trees group name and then adjust the Brush Radius to 50 (this size is appropriate for filling the terrain space quickly). 12. Select the Paint Objects button, then place your cursor in the Perspective Viewport and click to paint your trees. Depending on the tree density you want, you can click once and place a random group of trees, or you can click and drag through the space and paint them along a path. Adjust the Brush Radius and the Density settings to change the number of trees painted. Your neighborhood scene should look something like the following image. 13. Save your file. Congratulations, you've created your first level environment with a small neighborhood between rolling hills, amidst a lush green forest.

Related tasks and tutorials Move onto the next tutorial in the Getting Started tutorial series: Tutorial: Lighting We d love to hear from you! Head to our Tutorial Discussion forum to share any feedback you have, including what you do or don t like about our tutorials or new content you d like to see in the near future.