World Editor

intermediate how to

Voxel Play 4 · Tools

Voxel Play 4 comes with many new additions, features optimizations and improvements in previous tools. One of the best features is the “World Editor”, which allows users to build their own voxel world with the help of several tools. Keep reading to discover all these tools, and watch our in depth video below to understand how they work.

The first step is to activate the “Render In Editor” option to enable the world in Scene View. From here, you can start editing the world by taking advantage of the following features:

Voxel play world editor 0

  • Terrain:
    1. Rise Lower Terrain (Hold SHIFT to lower): It allows you to rise the terrain with option to set it to continuous drawing and also lower it.
    2. Rise/Lower terrain to specific altitude: Define an altitude to where terrain should be risen or click from the center voxel.
    3. Smooth terrain altitude: The terrain will draw from the center voxel where you first clicked.
    4. Regenerate Chunks: The clicked area will restore to default chunks before being edited.
    5. Paint Rivers: Hold click and drag to paint a river or lake.
    6. Spawn/Remove biome plants: Draw plants based on the biome and hold SHIFT to remove them.
    7. Spawn/Remove trees: Draw trees based on biome or remove them holding SHIFT.
    8. Water Fill: Click inside an enclosed basin to flood it with water up to the clicked level. Hold SHIFT to drain the clicked water body.
    9. Water Source: Click to pour a deterministic cascade from that point, a falling column plus the pools where it lands. Hold SHIFT to drain the clicked water body.

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  • Sculpt:
  1. Add/Grow Voxels: Build voxels based on existing voxels or based on voxel definition models.
  2. Remove/Destroy Voxels: Define brush size and remove voxels or micro-voxels.
  3. Paint Existing Voxels: Define a voxel definition that will paint over and existing voxel.
  4. Spawn Model Definition: Click to spawn a model definition in a specific area.
  5. Capture Tool: Define area of capture and click to capture the voxel information to spawn in using the “Spawn Model Definition” tool.
  6. Create Voxel Definition: Hover and click over an existing voxel containing micro-voxels data to capture it for later use.

Voxel play world editor 2

  • File Menu:

This menu holds important actions like regenerating terrain, toggle chunks, reset, export, save or load.

Voxel play world editor 3

  • Others:

Locate camera and position in play mode and scene view.

World Editor Terrain tab with the Water Fill and Water Source tools in the tool bar

Water Fill

Click inside an enclosed basin and it is flooded with water up to the level you clicked, in a single operation. Before anything is written, the tool draws the resulting surface as a translucent water sheet so you see the exact lake you are about to create, and the label under the cursor reports the fill level and how many voxels it takes. The surface level matches the sea water convention, so a lake made with this tool sits flush with the rest of the world's water.

Hold SHIFT to do the opposite: click any water voxel and the whole connected body is drained.

If the basin is not watertight the flood escapes. The tool detects it, marks the cells where the water is leaking out, and warns you in the label instead of silently flooding the map. Aim lower, raise the limits, or turn on Clamp At Limits to fill anyway.

Water Fill tool settings in the inspector

SettingDescription
Water VoxelLiquid voxel definition used for the fill. Defaults to the world's current water voxel.
Max RadiusMaximum horizontal distance from the clicked position the fill can reach (8 to 256).
Max VolumeMaximum number of voxels the fill can paint (1000 to 200000).
Clamp At LimitsFill anyway when the basin is not enclosed, stopping at Max Radius / Max Volume.

Water Source

Click anywhere and a liquid is poured from that point as a deterministic cascade: a falling column plus the pools formed where it lands, re-spilling at the edges into lower tiers. This is the editor front end of the VoxelPour API, so the result is painted once and is never enrolled in the runtime water simulation. The cascade is previewed as a translucent sheet before you commit, and holding SHIFT drains the clicked water body exactly as in Water Fill.

Water Source tool settings in the inspector

SettingDescription
Liquid VoxelLiquid voxel definition to pour. Water or lava both work. Defaults to the world's current water voxel.
Pool RadiusMaximum radius of each landing pool (1 to 32). Exposed banks and unsupported spill lips taper down to minimum height.
Max VoxelsTotal budget of liquid voxels the cascade can paint (100 to 20000). The preview changes color when the budget runs out.
Flow ModeSpread floods each landing evenly up to Pool Radius. Shortest Path floods each landing only until the nearest descent, giving narrow runs on slopes, ponds bounded by their drain on flats, and the full radius only where there is no drop at all.

Watch the full walkthrough video of these settings:

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