A GDExtension terrain heightmap editor for Godot 4.5 featuring sculpting, texture painting, LOD, and MultiZones.
TerraBrush is a terrain heightmap editor built as a GDExtension for Godot Engine 4.5. It allows developers to sculpt, paint, and populate 3D terrains directly within the Godot editor, solving the need for an integrated, performant terrain tool that supports large landscapes and real-time editing.
Godot developers and level designers creating 3D games or simulations who need a native, efficient tool for terrain generation and environmental art within their Godot projects.
Developers choose TerraBrush for its tight integration with Godot 4.5 as a GDExtension, its performance-focused features like LOD and MultiZones, and its comprehensive toolset that covers sculpting, painting, foliage, water, and snow—all without requiring external software.
TerraBrush is a minimal terrain heightmap editor built as a GDExtension for the Godot Engine 4.5. It provides an integrated toolset for creating and editing 3D terrains directly within the Godot editor, enabling developers to sculpt landscapes, paint textures, and populate environments with foliage and objects efficiently.
TerraBrush prioritizes simplicity and performance, offering a focused set of terrain editing tools that integrate seamlessly into the Godot workflow while remaining extensible through custom shaders and resources.
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As a GDExtension for Godot 4.5, it adds terrain tools directly into the editor interface, eliminating the need for external software and supporting custom shaders and resources.
Implements Level of Detail (LOD) via a custom clipmap mesh and MultiZones for chunked terrain handling, enabling efficient rendering of large landscapes without sacrificing detail.
Offers sculpting, texture painting, foliage scattering, water flow, and snow layers, all with features like a pie menu, customizable shortcuts, and heightmap-based blending for realistic textures.
Includes the TerraBrushEditor node for in-game terrain modification, useful for custom map editors or player-generated content, though it's marked as experimental.
Changes to textures, foliage, or objects require hitting the 'Update Terrain' button, which interrupts the creative flow and adds friction compared to real-time updates.
The in-game editor and web export are labeled as experimental and work-in-progress, meaning they may have bugs, incomplete functionality, or breaking changes in future updates.
With numerous properties to configure—like zones, resolution, and resource definitions—and the need for data path management, it demands significant initial investment and troubleshooting.