Build your first terrain
Unlike the quick start, this workflow builds a small graph node by node. You will finish with a reusable height pipeline, a complete material channel, an optional water plane, and a safe test build.
1. Start safely
Create a new baseplate or save a copy of the current place. Install Atlas Studio, open it from Plugins, then create a named map in File.
2. Make a simple graph
Add Perlin Noise, Autolevel, Terrain Material, and ensure the project has its Build Map node. Connect:
Perlin Noise · Height → Autolevel · In
Autolevel · Out → Build Map · Height
Terrain Material · Out → Build Map · Material
Add Sea Level and connect it to Build Map if you want water. Tune Perlin Frequency and Octaves; Autolevel keeps the result inside the usable height range.
3. Set physical bounds
On Build, choose a small Width and Depth, a suitable Base Y, and Maximum height. A broad, low map looks gentler than the same heightfield over a small width.
4. Preview deliberately
Inspect Height for large shapes, Slope for unexpectedly harsh faces, and Material for complete coverage. Toggle 3D Mesh and orbit it. Keep preview resolution at 128 or 256 while iterating.
5. Build
Save the place, confirm you can replace all existing Terrain, and select Build Terrain. Walk the result in Studio. Return to the graph for broad changes rather than sculpting terrain that the next build will erase.
Check the result
- The Height preview contains detail across the full map instead of a flat color.
- The Material preview covers the entire build area.
- Build Map has valid Height and Material wires; Sea Level is optional.
- The generated terrain stays inside the configured Width, Depth, Base Y, and Maximum height.
From here, replace the noise with a natural landform, add erosion, or build a shape-aware material graph.