PolyTerrain authoring

Authoring is non-destructive: Prefabs store Base + modifier parameters; Preview rebuilds on load. Prefer the six-tab mode for day-to-day work; Outliner and Landscape Canvas are alternatives for stack surgery and graph-style graphs.

Six-tab Poly Terrain Mode

Requires /O3DE/PolyTerrain/Enabled and EditorModeEnabled. Entry: Tools → Poly Terrain Mode (checkable).

TabPurpose
CreateNew Poly Partition entity; MPD wizard (path, section size, vertices, layer / channel lists)
EditSelect active partition; Rebuild Preview; Build Compiled Sections; Convert Selected Mesh; Refine / Coarsen; Focus Load WS Cells
ModifiersOpen Outliner; one-click add Sculpt / WeightPaint / Boolean / Spline / Noise / Texture on the partition
SculptEnter Sculpt brush ComponentMode (Push / Flatten / Smooth / Pinch / Inflate / Erosion cluster)
PaintEnter Weight Paint brush ComponentMode; channel inspector (Registry PaintChannelInspectorEnabled, default on)
ShapesPlace Box / Sphere / Cylinder as Boolean operands (creates Boolean if missing)

Active partition resolution: selected partition > modifier’s target > last selection still registered > sole partition in the level.

Tablet pressure scales stamp strength when /O3DE/PolyTerrain/TabletPressureEnabled is on (default on). Mouse strokes use strength 1.0× brush settings.

Poly Partition Outliner

Tools → Poly Partition Outliner (also opened from Modifiers Tab).

FeatureUse
TreePartition → Priority Layers → Modifiers; Sections with last eval ms / ContentHash tooltip
Enabled checkboxToggle m_enabled without deleting
Drag reorderReassign layer / sub-priority (one undo batch)
PaletteDrag modifier types onto partition / layer / modifier rows
Build ToTruncate Preview stack to a layer
BuildBuild Compiled Sections
Section context menuRefine / Coarsen; Boolean → Create Shape Operand
Partition context menuOpen PCG Graph Editor; Focus Load WS Cells

Base mesh sources

SourceHow
Auto planeCreate Tab / partition defaults
MPD wizardCreate Tab second button
Convert Selected MeshEdit Tab: selected mesh LOD0 becomes the sole explicit Base Section
Heightfield sampleHeightfield Bridge → Sample Into Base
Texture heightmapTexture Modifier (displacement)
Boolean solidsShapes Tab operands + Boolean Add

Refine and Coarsen

Non-uniform density on an explicit Base Section:

  • Refine: conforming midpoint subdivision (refused if Preview MaxSectionComplexity would be exceeded).
  • Coarsen: weld-decimate with border vertices locked so neighboring sections do not crack.

After Refine, modifier displacement can open curvature-scale seams at borders; the Skirt Transformer covers them. Prefer Refine only where detail is needed.

Landscape Canvas

When Landscape Canvas is available, a Poly Terrain palette category exposes a Poly Partition wrapper node and twelve modifier extender nodes (same TypeIds as editor components). Wire Boolean operands, Spline entity, Noise gradient, Mesh Projection / Patch source meshes via Bounds-style entity slots. Texture image assets are still assigned in the Inspector (Path slot resolves Gradient Baker / streaming image where wired).

Open hills (heightmap start)

  1. MPD with channels Grass / Rock / Dirt; layers Base → Sculpt → WeightPaint.
  2. Texture Modifier (Base): project heightmap as displacement.
  3. Noise Modifier (Base, higher sub-priority): large-scale amplitude.
  4. Sculpt refinements; Paint Grass low / Rock high (normalize splat optional).
  5. Build Compiled Sections → PIE.

Cliff and overhang

  1. Sculpt Push (Normal) for the face; second Sculpt with CameraFacing for overhangs.
  2. Remesh the cliff region; Paint Rock / moss channels.
  3. Use Build To at Sculpt while iterating.

Cave (Boolean Subtract)

  1. Sculpt or Texture the hill.
  2. Shapes Tab: Sphere inside the volume → Boolean Subtract.
  3. Optional Boolean Trim for soft entrances.
  4. WeightPaint after Boolean (weights reset on topology replace).
  5. Confirm Collision stage in the MPD pipeline.

Spline road

  1. Spline entity as centerline.
  2. Spline Modifier: Flat profile, width / depth / falloff.
  3. Optional Remesh on the road band; Paint Gravel channel.

Heightfield + mesh enclave

  1. Heightfield Bridge: sample or blend at the boundary (Heightfield Blend modifier).
  2. Sync collision exclusion so heightfield and mesh do not double-collide.
  3. Gameplay queries: GetUnifiedSurfacePointD. See Integrations.

Copyright © 2026 DawnEngine. All rights reserved.

DawnEngine is a commercial 3D engine distributed under the DawnEngine end-user license agreement. Engine binaries and source are proprietary and are not covered by the licenses below.

Documentation only: the prose and templates on this site are a derivative work of Open 3D Engine (O3DE) documentation by the O3DE Contributors, used under CC BY 4.0 (documentation content), Apache 2.0 (site code), and the MIT license (inline code samples).

The open-source 3D engine that DawnEngine is built on top of is Open 3D Engine . DawnEngine is not affiliated with, endorsed by, or sponsored by The Linux Foundation or the O3DE project. “O3DE” and “Open 3D Engine” are trademarks of The Linux Foundation.