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Limitations

  • Building clears all of Workspace.Terrain; it does not merge into existing terrain.
  • Final sampling is fixed to Roblox's 4-stud terrain voxel grid.
  • Projects belong to one place. Other places in the same experience do not automatically share them.
  • Roads, structures, landmarks, model placement, vegetation placement, and graph colors are outside the current scope.
  • Materials select Roblox terrain materials; they do not create custom textures.
  • Material fields choose discrete materials. Dither can interleave materials across a transition, but there is no continuous material mixture.
  • Stored Heightmap is a hidden compatibility node and depends on separate data in ServerStorage.AtlasStudioHeightmaps.
  • The 3D mesh is a low-resolution preview, not the terrain that will be inserted.
  • Very high preview resolutions and large simulated fields can be expensive in Studio.

Use ordinary Studio tools after the Atlas build for roads, models, foliage, and final hand-authored changes. Rebuilding later will replace manual Terrain edits, so finish the procedural terrain before destructive terrain detailing.