Export/Apply Sections
Info
You will not be able to access the Blender UI during export or apply, and the area will be switched to the text editor with progress reporting displayed.
Reset on Error¶
Whether or not to reset the export or apply process if an error is encountered. If disabled, the process will not undo any changes made during the export or apply process, which can be useful for debugging but can also leave your scene in a broken state if an error occurs.
Export Directory¶
The directory where exported files will be saved. Hidden when mode is set to Apply.
Mode: Export¶
Export sections for use outside of Blender.
Mesh Export Type¶
The format in which meshes will be exported. Only whole scene mesh export types are supported, as opposed to per object export types. This is because the export process needs to be able to export the instances of the scattered objects. Per object file exporting would be so incredibly slow and unecessary that it is not supported.
Info
USD will automatically be exported in its zipped format.
Info
GLTF export will be in its binary format, which includes all textures and data in a single file.
Mode: Apply¶
Apply sections within Blender.
Shaders¶
Image Prefix¶
The text to add to the beginning of the name of exported images. This is useful for organization and to avoid naming conflicts.
Resolution¶
The resolution to use when baking shaders. Higher resolutions will capture more detail but will take longer to bake and result in larger file sizes.
UV Map Source¶
Object¶
Choose a UV Map that exists on the terrain object.
Warning
If your terrain is currently still generated by TrueTERRAIN, there is no UV Map on the object you can use. You must use Attribute instead.
There is also an "Add UV Map" operator in the UI that will add a UV Map to the terrain object for you to use. It will also assign it as the active map for baking.
Attribute¶
Choose from the available attributes on the terrain object.
Use this if your terrain is still generated by TrueTERRAIN, as there will be no UV Map on the object.
You will want to use the Terrain UVs attribute, which is generated by TrueTERRAIN and provides a non-overlapping UV layout that is ideal for baking.
Bake Type: Bake¶
Bake out the shader as a single PBR texture set, which can be used in other applications or for further editing.
Often times this is not wanted as the resolution required to capture the detail of the shader can be very high, and the resulting texture set can be large. Additionally, this removes the ability to edit the shader in Blender after export.
Use UDIMs¶
Use UDIMs and pattern them after an existing image. UI will not display during bake and area will be switched to Image/UV Editor. Open up terminal to see progress.
UDIM Pattern Image¶
Since we're creating multiple images from scratch when baking, in order to use UDIMs we need to pattern all baked images after. This image should be a UDIM image setup the way you want your baked images to be setup. It does not need to have any content.
UDIM Documentation CG Boost UDIM Tutorial
Advanced Settings¶
Here you can selecte what PBR maps to bake out, the margin to use for baking, and whether or not to clear past bakes before baking.
Apply Baked Material¶
After baking, apply the baked material to the terrain object regardless if it is to export or apply.
Bake Type: Splat Map¶
Export Textures with Splat Map¶
When enabled this will create directories in the Export Directory for each layer enabled for splat map baking and export the textures used in those layers to those directories. Each directory is named after the color layer of the splat map that the layer is baked to: - Red: R - Green: G - Blue: B - Alpha: A - Black: Bl
Splat Map Layers¶
Select which layers to bake to the splat map and the channel to bake them to. You can bake up to 5 layers to a single splat map, but they must be baked to different channels. If you want to bake more than 5 layers, you can use multiple splat maps.
Only layers that are in the first level of the root layer are allowed to be selected for splat map baking.
Filters will not export
If you have filters on your layers, they will not be applied to the baked splat map since filters are applied across the whole terrain, not per texture bounds. There is no way to export the filters since we aren't baking out the textures, just copying them over. You will need to recreate the filters later in your target application.
Use Alt Quality Level¶
Enable use of Alt Quality Level settings for splat map baking. This allows you to have a different quality level for splat map baking than you do for the viewport, which can be useful for optimizing bake times while still having a high quality viewport display.
Alt Quality Level¶
The quality level to use for splat map baking when Use Alt Quality Level is enabled. This allows you to have a different quality level for splat map baking than you do for the viewport, which can be useful for optimizing bake times while still having a high quality viewport display.
Splat Mapt Target¶
Image Texture¶
Bake the splat map out as an image.
Active Color Attribute¶
Bake the splat map to an active color attribute on the terrain object. You will need to ensure your mesh is then exported to use this in another application. Also, you cannot use this option if your terrain is still generated by TrueTERRAIN, as there is technically no geometry to bake to. You will need to first apply the terrain to create geometry, then you can use this option to bake to a color attribute on the resulting mesh.
Terrain¶
Include Disabled Layers¶
When enabled all layers will be exported or applied regardless of whether or not they are visible in the viewport. When disabled, only visible layers will be exported or applied.
Output Mode: Mesh¶
Exports or applies the terrain as a mesh that can then be edited. This is the most versatile option, but it can also result in very high poly counts and large file sizes if your terrain is highly detailed.
Output Mode: Height Map¶
Exports or applies the terrain as a height map.
When applying this image is then added back into the scene as a plane displaced by the exported height map. There will be a modifier added to the plane with settings optimized for use with the exported height map, but you may need to adjust these settings depending on your future desires.
Use Terrain Resolution¶
When enabled, the resolution of the exported height map will be based according to the Terrain Resolution setting(s). When disabled, you can set a custom resolution for the exported height map.
Resolution¶
The resolution to use for the exported height map when Use Terrain Resolution is disabled. Higher resolutions will capture more detail but will take longer to export and result in larger file sizes.
File Format¶
The file format to use for the exported height map. File formats that accept 16-bit images will automatically be exported in 16-bit, while file formats that only accept 8-bit images will be exported in 8-bit. It is generally recommended to use a file format that supports 16-bit images for height maps to capture more detail and avoid banding issues. PNG is a good option for this as it supports lossless compression and alpha channels if needed. TIFF is another good option that supports 16-bit images, but it can result in larger file sizes compared to PNG. JPEG should generally be avoided for height maps as it is a lossy format and can introduce compression artifacts that degrade the quality of the height map, but we support it anyway for users who may want to use it for some reason.
UVs¶
The Terrain UVs attribute will be exported or applied as a UV Map on the terrain mesh. Shaders that are applied to the terrain mesh intelligently use the UV Map or Attribute as needed.
Water¶
Separate from Terrain¶
Only for Apply
When enabled, water will be applied as a separate mesh object from the terrain. When disabled, water will be applied as part of the terrain mesh.
Include Disabled Layers¶
When enabled all layers will be exported or applied regardless of whether or not they are visible in the viewport. When disabled, only visible layers will be exported or applied.
Scatter¶
Separate from Terrain¶
Only for Apply
When enabled, scattered objects will be applied as separate mesh objects from the terrain. When disabled, scattered objects will be applied as part of the terrain mesh.
Apply Mode¶
Only for Apply
Instance Faces (Default)¶
This method creates a new mesh for each unique object in the scatter system. Then creates a triangle of roughly the same size as the original instance on the terrain for each scattered instance and uses a geometry nodes modifier to instance the corresponding mesh onto each triangle. This method still allows for scaling, rotating, and moving the individual instances after applying, just in edit mode instead of object mode.
The Nodes modifier will display the object that is scattered on its faces as well as a Viewport Amount slider that allows you to adjust how many of the scattered instances are visible in the viewport with an attempt to match what was previously visible for that object.
Individual Objects¶
Apply each scattered object as an individual mesh object with the same mesh data as the original object. This will result in many new objects in the scene but the same number of meshes.
This method is significantly slower (like hours long export times) than the "Instance Faces" method especially if you have more than 100,000 scattered objects, but it can be useful if you want to have slightly more control over the individual objects after applying.