Procedural Terrain Generator & Nature Scatter

blenderustad in Presets


Requirements

  • Blender 4.2 or newer (4.2.0 is the declared minimum; Blender 5.2+ is documented as supported, including the evaluated-mesh placement path for Existing Ground).
  • Your own Grass/Tree/Rock source objects (Mesh or Curve) if you want to scatter nature; the add-on does not include any.

Install

  1. Download the ZIP package.
  2. In Blender, open Edit > Preferences > Add-ons (or Extensions > Install from Disk on newer Blender versions).
  3. Choose Install / Install from Disk and select the ZIP file.
  4. Enable Procedural Terrain Generator if it is not enabled automatically.
  5. Open the 3D Viewport Sidebar (press N) and select the Terrain Gen tab.

First use: Create New Terrain (Quick World)

  1. In the Terrain Gen panel, leave Ground Source set to Create New Terrain.
  2. In Quick World, choose a World Style, a Terrain Size (or Custom Size), and a Quality preset.
  3. Click GENERATE WORLD. This creates the terrain, shapes it, smooths it, auto-paints it (if materials are assigned) and scatters nature (if collections are assigned), then applies the chosen Quality preset.

First use: Use Existing Ground

  1. Select a mesh object in the viewport.
  2. Set Ground Source to Use Existing Ground.
  3. Click USE SELECTED OBJECT.
  4. Assign Grass, Tree and/or Rock collections under Nature.
  5. Click ADD NATURE.

The source mesh and source collection objects are not modified.

Panel reference

  • Ground Source: switches between Create New Terrain and Use Existing Ground. In Existing Ground mode, the terrain-shaping sections are hidden since you are placing nature on a mesh you already have.
  • Quick World (Create New Terrain mode only): World Style, Terrain Size / Custom Size, Quality, and the Generate World button.
  • Create / Manual: Create Terrain (builds the blank grid at the chosen Resolution) for a manual, step-by-step workflow instead of Generate World.
  • Shape: Strength, Seed, Generate (applies the World Style height field), Smooth (with an Advanced Smooth Passes count), and Reset Terrain.
  • Ground: Grass / Dirt / Rock Material slots, Auto Paint button, and an Advanced section for the Sand Material slot.
  • Nature: Grass / Tree / Rock Collection assignment with their own Min/Max Scale, an overall Nature Amount slider, Add Nature and Clear Generated Nature buttons, and an Advanced section with per-category Density, Align-to-Surface toggles, Placement Height Min/Max and Minimum/Maximum Slope.
  • Advanced Optimization: Quality preset (in Existing Ground mode) and Optimize Terrain, which applies a Decimate modifier tuned by the chosen preset (Mobile: 0.38 ratio, Balanced: 0.68 ratio, High Quality: removes the optimization modifier).

Presets and shortcuts

  • World Style: Flat, Soft Hills, Mountains, Valley, Rocky, Random. Each uses a different noise combination; Strength scales the overall height, Seed changes the specific result.
  • Terrain Size: Small (50 m), Medium (100 m), Large (200 m), or Custom.
  • Quality / Optimize presets: Mobile (aggressive Decimate), Balanced (moderate Decimate), High Quality (no Decimate, full detail).
  • There are no custom keyboard shortcuts; all actions are buttons in the sidebar panel, and every operator supports Blender's normal Undo.

Limits and performance tips

  • Resolution ranges from 17 to 257; higher values mean more detail and more geometry to scatter onto and decimate.
  • Scatter counts scale with density (roughly 40 to 600 for grass, 8 to 128 for trees, 8 to 108 for rocks, per category, before the overall Nature Amount multiplier and placement filters reduce that further).
  • Use Optimize Terrain's Mobile or Balanced preset if the viewport slows down after a dense Generate World or Add Nature pass.
  • Use Existing Ground mode builds one BVH per Add Nature run and reuses it for every placement ray, so very high-poly ground meshes will take longer to prepare than low-poly ones.

Troubleshooting

  • Terrain looks flat after Generate: confirm World Style is not set to Flat, and increase Strength; also confirm the object you are viewing is the one that was actually generated (it must carry the add-on's own terrain tag, so objects from other add-ons will not respond to Generate/Smooth/Reset).
  • Grass/Trees/Rocks not appearing after Add Nature: make sure a collection is assigned to the matching Grass/Tree/Rock Collection field, that the matching Density and the overall Nature Amount are above 0, and that your Height/Slope filters are not excluding the whole mesh.
  • "Could not read the selected ground mesh" error: the selected object's evaluated mesh has no usable surface triangles; confirm it is a mesh with actual faces, not just points or an empty.
  • Changing a scale slider seems to "reset" my scatter: it does not. Min/Max Scale sliders only resize already-placed instances in place; they do not move, rotate or re-randomize them, and they do not add or remove instances.
  • Auto Paint does nothing / reports an error: assign at least one of Grass, Dirt, Rock or Sand Material first.
  • Viewport is slow with a large generated or scattered scene: open Advanced Optimization and apply the Mobile or Balanced Optimize Terrain preset.
  • Clear Generated Nature removed more or less than expected: it only removes copies generated by this add-on for the currently selected ground; your source collection objects and the ground mesh itself are never touched.
  • Existing ground mesh looks changed after scattering: it is not changed by design; Use Existing Ground mode never edits the source mesh or source collection objects, only the generated instances placed on top of it.
$9

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Details
Blender Extension Compatible Yes
Published about 12 hours ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL