About the terrain editor and brush precision.

Hello,I work on a terrain and have some questions,please answer.
What seems to be the biggest problem right now is that for some reason when using the texturing brush in the terrain editor,the brush doesn’t only paint the texture at the area where the blue indicator is pointing but also the surrounding area,and if I reduce the brush size to small numbers like 1 or 2,it doesn’t paint at all.
Another thing is that even if I crank up the opacity to the maximum value,at some places the new texture doesn’t completely overwrite the old one,but instead it blends resulting to a bad looking blurry texture.
How to fix all of these ?

I could deal with the blending blur if the texture brush was more precise and it only painted where the pointer is pointing and it painted even if the brush size was 1,but these really doesn’t let me do what I want,like e.g. a narrow path of clean dirt in the middle of greenery,something like this:

But I can’t paint so narrow textures on the terrain. I based the terrain on the metric system,assuming 1 unit is 1 meter. The smallest piece of land the texture brush can paint seems to be about 10 meters,5 times the height of the standard first person controller. That’s too wide for a path. I tried reseting the previous terrain I was working on and starting anew,with a terrain double the size,and I changed every mesh’s and prefabricated object’s size,but it seems the brush scaled along with everything else,so 1 unit on the Brush Size variable on the Inspector window is now translated to like 20 meters in the new terrain.
And unfortunately I can’t make brush size lower than 1,let’s say 0.2 for example.

Is there a workaround I can do myself for this,or an asset on the assets store that can give me more precise tools for terrain texturing ? I browsed the asset store a bit,but it seems all terrain related tools are for procedural generated terrains. I’m not interested in that. Instead I want to sculpt a hand-made terrain,and I need more precise tools for this job.

A suggestion - paint a terrain and don’t worry about the path. Then cut a path with something like the “Easy Roads” tool.

EasyRoads3D Free

cheers, gryff :slight_smile:

Thank you very much for answering!
I downloaded the asset right now. :slight_smile: Let’s see how it works.

edit:
Unfortunately it doesn’t seem to help. The idea behind it is good but…
Its editor have 2 buttons that by their description seem to do the same thing,one is named “add marker” and the other “insert marker”,but only “add marker” works,when I click on “insert marker” Unity crashes immediatly every single time.
I tried building a road a few times,following the exact same process each time,but each time a different new unexpected thing would happen.
The first time,2 roads appeared,on the same roadobject. One road was how it supposed to be,a road passing by each marker,getting first to the closest marker,but another road was also generated having a random shape and floating over the other one.
The second time I tried to build a road there was thankfully only one road made,and it was following the markers as it should,but there was also a seperate big white textureless mesh or something that appeared and flickered and made everything look bad.
The third time I finally made a road that had the general 2d shape I wanted without an extra road or huge white thing appearing,but it messed the elevation of the actuall terrain, and nearby objects I had placed on the terrain where displaced.
I gave up. :expressionless: There are too many things happening randomly that can even undo work I already have done.