Building terrain
A build is a deliberate export from the active graph into Workspace.Terrain. It does not continuously synchronize: you can keep editing and previewing the project without touching the last built terrain.
Every build uses the graph's hidden-from-palette Build Map node as its contract:
- Height is required.
- Material is required.
- Sea Level is optional; without it, the project setting is used.
Select Build Terrain on the Build tab. Atlas clears Workspace.Terrain, evaluates at one sample per 4-stud terrain voxel, writes land in chunks, and fills empty voxels below the water plane with water. Use Cancel Build to stop a running build; cancellation can occur between work chunks rather than instantly.
Save the place or make a backup. Atlas intentionally replaces the entire Terrain container, not only the configured bounds.
Large Width × Depth regions take longer and require more memory. Use a small test region while tuning, inspect all three preview channels, and only then switch to final bounds. Parts, models, roads, and vegetation are outside the build output.
Before a final build
- Save the place or create a backup.
- Inspect Height for the overall silhouette and values crushed at black or white.
- Inspect Slope for cliffs that are too harsh at the chosen physical bounds.
- Inspect Material for full coverage and plausible water, shore, rock, and snow regions.
- Confirm the Build Map Height, Material, and optional Sea Level wires.
- Set final Width and Depth only after the graph is stable.
If you cancel or dislike a completed build, use Studio Undo before making unrelated edits. See Prepare a final build for a production checklist.