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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

Terrain

Inherits from: BasePart → PVInstance → Instance → Object

The Terrain class lets you create dynamically morphable environments. It is based on a 4×4×4 grid of cells, where each cell has a number between 0 and 1 representing how much the geometry should occupy the cell, and the material of the cell. The occupancy determines how the cell will morph together with surrounding cells, and the result is the illusion of having no grid constraint.

For more information, see Terrain.

Inherits from: BasePart

Memory category: Instances

Tags: NotCreatable

Properties

NameType / ReturnsDescription
Terrain.DecorationbooleanEnables or disables terrain decoration.
Terrain.GrassLengthfloatSpecifies the length of animated grass.
Terrain.IsSmoothbooleanReturns true if the game is using the smooth terrain system.
Terrain.MaterialColorsBinaryStringRepresents the editor for the Material Color feature and cannot be edited by scripts.
Terrain.MaxExtentsRegion3int16Displays the boundaries of the largest possible editable region.
Terrain.WaterColorColor3The tint of Terrain water.
Terrain.WaterReflectancefloatControls how opaque Terrain water reflections are.
Terrain.WaterTransparencyfloatThe transparency of Terrain water.
Terrain.WaterWaveSizefloatSets the maximum height of Terrain water waves in studs.
Terrain.WaterWaveSpeedfloatSets how many times Terrain water waves will move up and down per minute.

Inherited from BasePart

NameType / ReturnsDescription
BasePart.AnchoredbooleanDetermines whether a part is immovable by physics.
BasePart.AssemblyAngularVelocityVector3The angular velocity of the part's assembly.
BasePart.AssemblyCenterOfMassVector3The center of mass of the part's assembly in world space.
BasePart.AssemblyLinearVelocityVector3The linear velocity of the part's assembly.
BasePart.AssemblyMassfloatThe total mass of the part's assembly.
BasePart.AssemblyRootPartBasePartA reference to the root part of the assembly.
BasePart.AudioCanCollidebooleanDetermines whether the part will physically interact with audio simulation, similar to CastShadow for lighting.
BasePart.BackParamAfloatDetermines the first parameter for the SurfaceType on the Back face of a part.
BasePart.BackParamBfloatDetermines the second parameter for the SurfaceType on the Back face of a part.
BasePart.BackSurfaceSurfaceTypeDetermines the type of surface for the back face of a part.
BasePart.BackSurfaceInputInputTypeDetermines the kind of input for the Back face of a part.
BasePart.BottomParamAfloatDetermines the first parameter for the SurfaceType on the Bottom face of a part.
BasePart.BottomParamBfloatDetermines the second parameter for the SurfaceType on the Bottom face of a part.
BasePart.BottomSurfaceSurfaceTypeDetermines the type of surface for the bottom face of a part.
BasePart.BottomSurfaceInputInputTypeDetermines the kind of input for the Bottom face of a part.
BasePart.BrickColorBrickColorDetermines the color of a part.
BasePart.brickColorBrickColor
BasePart.CanCollidebooleanDetermines whether a part may collide with other parts.
BasePart.CanQuerybooleanDetermines whether the part is considered during spatial query operations.
BasePart.CanTouchbooleanDetermines if Touched and TouchEnded events fire on the part.
BasePart.CastShadowbooleanDetermines whether or not a part casts a shadow.
BasePart.CenterOfMassVector3Describes the world position in which a part's center of mass is located.
BasePart.CFrameCFrameDetermines the position and orientation of the BasePart in the world.
BasePart.CollisionGroupstringDescribes the name of a part's collision group.
BasePart.CollisionGroupIdintDescribes the automatically set ID number of a part's collision group.
BasePart.ColorColor3Determines the color of a part.
BasePart.CurrentPhysicalPropertiesPhysicalPropertiesIndicates the current physical properties of the part.
BasePart.CustomPhysicalPropertiesPhysicalPropertiesDetermines several physical properties of a part.
BasePart.ElasticityfloatUsed to control the Elasticity of the part, but it no longer does anything.
BasePart.EnableFluidForcesbooleanUsed to enable or disable aerodynamic forces on parts and assemblies.
BasePart.ExtentsCFrameCFrameThe CFrame of the physical extents of the BasePart.
BasePart.ExtentsSizeVector3The actual physical size of the BasePart as regarded by the physics engine.
BasePart.FrictionfloatUsed to control the Friction of the part, but now it no longer does anything.
BasePart.FrontParamAfloatDetermines the first parameter for the SurfaceType on the Front face of a part.
BasePart.FrontParamBfloatDetermines the second parameter for the SurfaceType on the Front face of a part.
BasePart.FrontSurfaceSurfaceTypeDetermines the type of surface for the front face of a part.
BasePart.FrontSurfaceInputInputTypeDetermines the kind of input for the Front face of a part (-Z direction).
BasePart.LeftParamAfloatDetermines the first parameter for the SurfaceType on the Left face of a part.
BasePart.LeftParamBfloatDetermines the second parameter for the SurfaceType on the Left face of a part.
BasePart.LeftSurfaceSurfaceTypeDetermines the type of surface for the left face of a part.
BasePart.LeftSurfaceInputInputTypeDetermines the kind of input for the Left face of a part.
BasePart.LocalTransparencyModifierfloatDetermines a multiplier for BasePart.Transparency that is only visible to the local client.
BasePart.LockedbooleanDetermines whether a part is selectable in Studio.
BasePart.MassfloatDescribes the mass of the part, the product of its density and volume.
BasePart.MasslessbooleanDetermines whether the part contributes to the total mass or inertia of its rigid body.
BasePart.MaterialMaterialDetermines the texture and default physical properties of a part.
BasePart.MaterialVariantstringThe name of MaterialVariant.
BasePart.OrientationVector3Describes the rotation of the part in the world.
BasePart.PivotOffsetCFrameSpecifies the offset of the part's pivot from its CFrame.
BasePart.PositionVector3Describes the position of the part in the world.
BasePart.ReceiveAgefloatTime since last recorded physics update.
BasePart.ReflectancefloatDetermines how much a part reflects the skybox.
BasePart.ResizeableFacesFacesDescribes the faces on which a part may be resized.
BasePart.ResizeIncrementintDescribes the smallest change in size allowable by the Resize() method.
BasePart.RightParamAfloatDetermines the first parameter for the SurfaceType on the Right face of a part.
BasePart.RightParamBfloatDetermines the second parameter for the SurfaceType on the Right face of a part.
BasePart.RightSurfaceSurfaceTypeDetermines the type of surface for the right face of a part.
BasePart.RightSurfaceInputInputTypeDetermines the kind of input for the Right face of a part (-X direction).
BasePart.RootPriorityintThe main rule in determining the root part of an assembly.
BasePart.RotationVector3The rotation of the part in degrees for the three axes.
BasePart.RotVelocityVector3Determines a part's change in orientation over time.
BasePart.SizeVector3Determines the dimensions of a part (length, height, width).
BasePart.SpecificGravityfloatThe ratio of the part's density to the density of water determined by the BasePart.Material.
BasePart.TopParamAfloatDetermines the first parameter for the SurfaceType on the Top face of a part.
BasePart.TopParamBfloatDetermines the second parameter for the SurfaceType on the Top face of a part.
BasePart.TopSurfaceSurfaceTypeDetermines the type of surface for the top face of a part.
BasePart.TopSurfaceInputInputTypeDetermines the kind of input for the Top face of a part (+Y direction).
BasePart.TransparencyfloatDetermines how much a part can be seen through (the inverse of part opacity).
BasePart.VelocityVector3Determines a part's change in position over time.

Inherited from PVInstance

NameType / ReturnsDescription
PVInstance.OriginCFrameEditor-only property that reads and sets the world CFrame of the PVInstance's pivot, moving the entire instance when changed from the Studio Properties window.
PVInstance.Pivot OffsetCFrameEditor-only property that displays and edits the pivot's CFrame relative to the instance, moving only the pivot and leaving the instance in place.

Inherited from Instance

NameType / ReturnsDescription
Instance.ArchivablebooleanDetermines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published.
Instance.archivableboolean
Instance.CapabilitiesSecurityCapabilitiesThe set of capabilities allowed to be used for scripts inside this container.
Instance.IsInSandboxbooleanIndicates whether the instance is inside a sandboxed container.
Instance.NamestringA non-unique identifier of the Instance.
Instance.ParentInstanceDetermines the hierarchical parent of the Instance.
Instance.PredictionModePredictionModeReflects the client-side prediction mode applied to the instance under server-authoritative physics.
Instance.RobloxLockedbooleanA deprecated property that used to protect CoreGui objects.
Instance.SandboxedbooleanWhen enabled, the instance can only access abilities in its Capabilities list.
Instance.UniqueIdUniqueIdA unique identifier for the instance.

Inherited from Object

NameType / ReturnsDescription
Object.ClassNamestringA read-only string representing the class this Object belongs to.
Object.classNamestring

Terrain.Decoration

Currently enables or disables animated grass on the Grass terrain material, although future modifications of this property may control additional decorative features.

FieldValue
typeboolean
tags["NotScriptable"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Environment"]

Terrain.GrassLength

Specifies the length of animated grass on the Grass terrain material, assuming Decoration is enabled. Valid values are between 0.1 and 1.

FieldValue
typefloat
tags["NotScriptable"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Environment"]

Terrain.IsSmooth

Deprecated. The legacy terrain engine has been removed, so this property will always be true.

Returns true if the game is using the smooth terrain system.

FieldValue
typeboolean
tags["ReadOnly","NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}
capabilities["Environment"]

Terrain.MaterialColors

MaterialColors represents the editor for the Material Color feature and cannot be edited by scripts.

To get the color of a material, use Terrain:GetMaterialColor(). To set the color of a material, use Terrain:SetMaterialColor().

FieldValue
typeBinaryString
tags["NotScriptable"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Environment"]

Terrain.MaxExtents

Displays the boundaries of the largest possible editable region as a Region3int16. The returned value spans from (-32000, -32000, -32000) to (32000, 32000, 32000) in cell coordinates, where each cell is 4 studs wide. This corresponds to a world-space volume of -128,000 to 128,000 studs on each axis. The property is read-only.

FieldValue
typeRegion3int16
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}
capabilities["Environment"]

Terrain.WaterColor

The tint color applied to Terrain water. This Color3 value is blended with the water's base appearance to shift its overall hue. The default value is [0.05, 0.33, 0.36] (a dark teal).

FieldValue
typeColor3
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Environment"]

Terrain.WaterReflectance

Controls how opaque the reflections on Terrain water are, on a scale of 0 (no reflections) to 1 (fully opaque reflections). The default value is 1.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Environment"]

Terrain.WaterTransparency

The transparency of Terrain water, on a scale of 0 (fully opaque) to 1 (fully transparent). The default value is 0.3.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Environment"]

Terrain.WaterWaveSize

Sets the maximum height of Terrain water waves in studs. This is currently constrained to between 0 and 1.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Environment"]

Terrain.WaterWaveSpeed

Sets how many times Terrain water waves will move up and down per minute. This is currently constrained to between 0 and 100.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
capabilities["Environment"]

Methods

NameType / ReturnsDescription
Terrain:AutowedgeCellbooleanObsolete function which no longer does anything.
Terrain:AutowedgeCells()Obsolete function which no longer does anything.
Terrain:CellCenterToWorldVector3Returns the world position of the center of the terrain cell.
Terrain:CellCornerToWorldVector3Returns the position of the lower-left-forward corner of the grid cell.
Terrain:Clear()Clears all terrain.
Terrain:ConvertToSmooth()Transforms the legacy terrain engine into the new terrain engine.
Terrain:CopyRegionTerrainRegionStores a chunk of terrain into a TerrainRegion object so it can be loaded back later.
Terrain:CountCellsintReturns the number of non-empty cells in the terrain.
Terrain:FillBall()Fills a ball of smooth terrain in a given space.
Terrain:FillBlock()Fills a block of smooth terrain with a given location, rotation, size, and material.
Terrain:FillCylinder()Fills a cylinder of smooth terrain in a given space.
Terrain:FillRegion()Fills a Region3 space with smooth terrain.
Terrain:FillWedge()Fills a wedge-shaped volume of terrain with the given Material.
Terrain:GetCellTupleReturns the closest cell material from the legacy terrain engine that matches the smooth terrain voxel specified.
Terrain:GetMaterialColorColor3Returns current terrain material color for specified terrain material.
Terrain:GetWaterCellTupleReturns true if the cell is a water cell.
Terrain:PasteRegion()Applies a chunk of terrain to the Terrain object.
Terrain:ReadVoxelChannelsDictionaryReturns a region of terrain voxel data in table format based on the channel names.
Terrain:ReadVoxelsTupleReturns a certain region of smooth terrain in table format.
Terrain:ReplaceMaterial()Replaces the terrain of a material within a region with another material.
Terrain:SetCell()Sets the occupancy and material of a specific terrain voxel.
Terrain:SetCells()Sets the occupancy and material of all terrain voxels in a specific region.
Terrain:SetMaterialColor()Sets current terrain material color for specified terrain material.
Terrain:SetWaterCell()Sets the specified terrain voxel's material to water and sets its occupancy to 1.
Terrain:WorldToCellVector3Returns the grid cell location that contains the position point.
Terrain:WorldToCellPreferEmptyVector3Returns the grid cell location that contains the position point, preferring empty grid cells when position is on a grid edge.
Terrain:WorldToCellPreferSolidVector3Returns the grid cell location that contains the point position, preferring non-empty grid cells when position is on a grid edge.
Terrain:WriteVoxelChannels()Sets a region of terrain using a dictionary of voxel channel data.
Terrain:WriteVoxels()Sets a certain region of smooth terrain using table format.

Inherited from BasePart

NameType / ReturnsDescription
BasePart:AngularAccelerationToTorqueVector3Returns the torque needed to achieve a given angular acceleration on this part's assembly, optionally accounting for gyroscopic effects.
BasePart:ApplyAngularImpulse()Apply an angular impulse to the assembly.
BasePart:ApplyImpulse()Apply an impulse to the assembly at the assembly's center of mass.
BasePart:ApplyImpulseAtPosition()Apply an impulse to the assembly at specified position.
BasePart:BreakJoints()Breaks any surface connection with any adjacent part, including Weld and other JointInstance.
BasePart:breakJoints()
BasePart:CanCollideWithbooleanReturns whether the parts can collide with each other.
BasePart:CanSetNetworkOwnershipTupleChecks whether you can set a part's network ownership.
BasePart:GetClosestPointOnSurfaceVector3Returns the closest point on the part's surface to the given point.
BasePart:GetConnectedPartsListReturns a table of parts connected to the object by any kind of rigid joint.
BasePart:GetJointsInstancesReturn all Joints or Constraints that is connected to this Part.
BasePart:GetMassfloatReturns the value of the Mass property.
BasePart:getMassfloat
BasePart:GetNetworkOwnerInstanceReturns the current player who is the network owner of this part, or nil in case of the server.
BasePart:GetNetworkOwnershipAutobooleanReturns true if the game engine automatically decides the network owner for this part.
BasePart:GetNoCollisionConstraintsInstancesReturns the enabled NoCollisionConstraint objects currently registered for this part in its physics world.
BasePart:GetRenderCFrameCFrameOBSOLETE. Returns a CFrame describing where the part is being rendered at.
BasePart:GetRootPartInstanceReturns the base part of an assembly of parts.
BasePart:GetTouchingPartsInstancesReturns a table of all BasePart.CanCollide true parts that intersect with this part.
BasePart:GetVelocityAtPositionVector3Returns the linear velocity of the part's assembly at the given position relative to this part.
BasePart:IntersectAsyncInstanceCreates a new IntersectOperation from the overlapping geometry of the part and the other parts in the given array.
BasePart:IsGroundedbooleanReturns true if the object is connected to a part that will hold it in place (eg an Anchored part), otherwise returns false.
BasePart:MakeJoints()Creates a joint on any side of the object that has a surface ID that can make a joint.
BasePart:makeJoints()
BasePart:ResizebooleanChanges the size of an object just like using the Studio resize tool.
BasePart:resizeboolean
BasePart:SetNetworkOwner()Sets the given player as network owner for this and all connected parts.
BasePart:SetNetworkOwnershipAuto()Lets the game engine dynamically decide who will handle the part's physics (one of the clients or the server).
BasePart:SubtractAsyncInstanceCreates a new UnionOperation from the part, minus the geometry occupied by the parts in the given array.
BasePart:TorqueToAngularAccelerationVector3Returns the angular acceleration that would result from applying a given torque to this part's assembly, optionally accounting for gyroscopic effects.
BasePart:UnionAsyncInstanceCreates a new UnionOperation from the part, plus the geometry occupied by the parts in the given array.

Inherited from PVInstance

NameType / ReturnsDescription
PVInstance:GetPivotCFrameGets the pivot of a PVInstance.
PVInstance:PivotTo()Transforms the PVInstance along with all of its descendant PVInstances such that the pivot is now located at the specified CFrame.

Inherited from Instance

NameType / ReturnsDescription
Instance:AddTag()Applies a tag to the instance.
Instance:childrenInstancesReturns an array of the object's children.
Instance:ClearAllChildren()This method destroys all of an instance's children.
Instance:CloneInstanceCreate a copy of an instance and all its descendants, ignoring instances that are not Archivable.
Instance:cloneInstance
Instance:Destroy()Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy() on all children.
Instance:destroy()
Instance:FindFirstAncestorInstance?Returns the first ancestor of the Instance whose Instance.Name is equal to the given name.
Instance:FindFirstAncestorOfClassInstance?Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className.
Instance:FindFirstAncestorWhichIsAInstance?Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstChildInstance?Returns the first child of the Instance found with the given name.
Instance:findFirstChildInstance
Instance:FindFirstChildOfClassInstance?Returns the first child of the Instance whose ClassName is equal to the given class name.
Instance:FindFirstChildWhichIsAInstance?Returns the first child of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstDescendantInstance?Returns the first descendant found with the given Instance.Name.
Instance:GetActorActor?Returns the Actor associated with the Instance, if any.
Instance:GetAttributeVariantReturns the value which has been assigned to the given attribute name.
Instance:GetAttributeChangedSignalRBXScriptSignalReturns an event that fires when the given attribute changes.
Instance:GetAttributesDictionaryReturns a dictionary of the instance's attributes.
Instance:GetChildrenInstancesReturns an array containing all of the instance's children.
Instance:getChildrenInstances
Instance:GetDebugIdstringReturns a coded string of the debug ID used internally by Roblox.
Instance:GetDescendantsInstancesReturns an array containing all of the descendants of the instance.
Instance:GetFullNamestringReturns a string describing the instance's ancestry.
Instance:GetStyledVariantReturns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified.
Instance:GetStyledPropertyChangedSignalRBXScriptSignalReturns an event that fires when the given style property changes on the instance.
Instance:GetTagsArrayGets an array of all tags applied to the instance.
Instance:HasTagbooleanCheck whether the instance has a given tag.
Instance:IsAncestorOfbooleanReturns true if an Instance is an ancestor of the given descendant.
Instance:IsDescendantOfbooleanReturns true if an Instance is a descendant of the given ancestor.
Instance:isDescendantOfboolean
Instance:IsPropertyModifiedbooleanReturns true if the value stored in the specified property is not equal to the code-instantiated default.
Instance:QueryDescendantsInstancesReturns an array containing all descendants of the instance that match the selector string.
Instance:Remove()Sets the object's Parent to nil, and does the same for all its descendants.
Instance:remove()
Instance:RemoveTag()Removes a tag from the instance.
Instance:ResetPropertyToDefault()Resets a property to its default value.
Instance:SetAttribute()Sets the attribute with the given name to the given value.
Instance:WaitForChildInstanceReturns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

Inherited from Object

NameType / ReturnsDescription
Object:GetPropertyChangedSignalRBXScriptSignalGet an event that fires when a given property of the object changes.
Object:IsAbooleanReturns true if an object's class matches or inherits from a given class.
Object:isAboolean

Terrain:AutowedgeCell

Deprecated. This item is a deprecated function of a legacy Terrain engine that has been removed. Do not use it for new work.

Obsolete function which no longer does anything.

Parameters

NameTypeDefaultDescription
xintThe X coordinate of the terrain cell.
yintThe Y coordinate of the terrain cell.
zintThe Z coordinate of the terrain cell.

Returns

TypeDescription
booleanAlways returns true; the function no longer performs any operation.
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:AutowedgeCells

Deprecated. This item is a deprecated function of a legacy Terrain engine that has been removed. Do not use it for new work.

Obsolete function which no longer does anything. It was part of the legacy terrain engine that has since been removed, so calling it on a region has no effect.

Parameters

NameTypeDefaultDescription
regionRegion3int16The Region3int16 specifying the region of terrain cells to process.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:CellCenterToWorld

Returns the world position of the center of the terrain cell at grid coordinates (x, y, z). Each terrain cell is 4×4×4 studs, so this method returns the position of the lower-left-forward corner of the cell plus an offset of (2, 2, 2) studs.

Parameters

NameTypeDefaultDescription
xintThe X coordinate of the terrain cell in grid space.
yintThe Y coordinate of the terrain cell in grid space.
zintThe Z coordinate of the terrain cell in grid space.

Returns

TypeDescription
Vector3The world-space Vector3 position at the center of the specified cell.
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:CellCornerToWorld

Returns the world position of the lower-left-forward corner of the terrain cell at grid coordinates (x, y, z). Each terrain cell is 4×4×4 studs, so the corner position is (x * 4, y * 4, z * 4).

Parameters

NameTypeDefaultDescription
xintThe X coordinate of the terrain cell in grid space.
yintThe Y coordinate of the terrain cell in grid space.
zintThe Z coordinate of the terrain cell in grid space.

Returns

TypeDescription
Vector3The world-space Vector3 position of the lower-left-forward corner of the specified cell.
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:Clear

Clears the entire terrain, removing all material and occupancy data from every voxel. After calling this method, the Terrain object contains no geometry until new terrain is written via methods such as FillBlock() or WriteVoxels().

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:ConvertToSmooth

Deprecated. Since all places now automatically use the new terrain engine, this method is obsolete.

Transforms the legacy terrain engine into the new terrain engine. All places now automatically use the new terrain engine, so this method is obsolete.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityPluginSecurity
thread safetyUnsafe
capabilities["Environment"]

Terrain:CopyRegion

Stores a chunk of terrain into a TerrainRegion object so it can be loaded back later. Note that TerrainRegion data does not replicate between server and client.

Parameters

NameTypeDefaultDescription
regionRegion3int16The Region3int16 defining the area of terrain to copy, in cell coordinates.

Returns

TypeDescription
TerrainRegionA TerrainRegion containing the copied voxel data from the specified region.
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Code samples: View on Creator Hub (Terrain-CopyRegion1).

Terrain:CountCells

Returns the approximate number of non-empty cells in the terrain. A cell is considered non-empty when it has a material other than Air and an occupancy greater than zero. This count is an approximation and can be used to quickly gauge how much terrain geometry exists in the place.

Returns

TypeDescription
intThe approximate number of non-empty terrain cells.
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:FillBall

Fills a spherical volume of smooth terrain centered at center with the given radius (in studs) and Material. Voxels within the sphere are set to full occupancy with the specified material. Existing terrain inside the sphere is overwritten.

Parameters

NameTypeDefaultDescription
centerVector3The position of the center of the terrain ball.
radiusfloatThe radius in studs of the terrain ball.
materialMaterialThe Material of the terrain ball.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:FillBlock

Fills an oriented rectangular volume of smooth terrain at the position and rotation specified by cframe, with the dimensions given by size (in studs), using the specified Material. Because the block is oriented by a CFrame, it can be rotated to any angle. Existing terrain inside the volume is overwritten.

Parameters

NameTypeDefaultDescription
cframeCFrameThe position and orientation of the terrain block.
sizeVector3The size in studs of the square block (both the height and width).
materialMaterialThe Material of the terrain block.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:FillCylinder

Fills a cylinder of smooth terrain in a given space. The space is defined using a CFrame, height, and radius.

Parameters

NameTypeDefaultDescription
cframeCFrameThe position and orientation of the terrain cylinder.
heightfloatThe height in studs of the terrain cylinder.
radiusfloatThe radius in studs of the terrain cylinder.
materialMaterialThe Material of the terrain cylinder.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:FillRegion

Fills an axis-aligned Region3 volume of smooth terrain with the specified Material at full occupancy. The resolution parameter must be exactly 4. The region must be aligned to the voxel grid; use Region3:ExpandToGrid() to align a region before calling.

Parameters

NameTypeDefaultDescription
regionRegion3The Region3 to fill, which must be aligned to the voxel grid.
resolutionfloatThe voxel resolution; must be exactly 4.
materialMaterialThe Material to fill the region with.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:FillWedge

This method fills a wedge-shaped volume of Terrain with the given Material and the area's CFrame and size. The orientation of the wedge is the same as an equivalent WedgePart.

Parameters

NameTypeDefaultDescription
cframeCFrameThe position and orientation of the wedge to fill.
sizeVector3The size of the wedge to fill.
materialMaterialThe material with which the wedge will be filled.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:GetCell

Deprecated. This item is a deprecated function of a legacy Terrain engine that has been removed. Do not use it for new work.

Returns the closest cell material from the legacy terrain engine that matches the smooth terrain voxel specified.

Parameters

NameTypeDefaultDescription
xintThe X coordinate of the terrain cell.
yintThe Y coordinate of the terrain cell.
zintThe Z coordinate of the terrain cell.

Returns

TypeDescription
TupleA tuple containing the legacy cell material, block type, and orientation of the specified cell.
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:GetMaterialColor

Returns the current Color3 color for the specified terrain Material. This color represents the tint applied to the material's base texture. Passing Air or Water throws an error because those materials do not support custom colors.

Parameters

NameTypeDefaultDescription
materialMaterialThe Material whose terrain color to retrieve.

Returns

TypeDescription
Color3The Color3 representing the current color tint of the specified material.
FieldValue
securityNone
thread safetySafe
capabilities["Environment"]

Terrain:GetWaterCell

Deprecated. This item is a deprecated function of a legacy Terrain engine that has been removed. Do not use it for new work.

Returns true if the cell is a water cell.

Parameters

NameTypeDefaultDescription
xintThe X coordinate of the terrain cell.
yintThe Y coordinate of the terrain cell.
zintThe Z coordinate of the terrain cell.

Returns

TypeDescription
TupleA tuple containing whether the cell has water, the water force, and the water direction.
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:PasteRegion

Applies a chunk of terrain to the Terrain object. Note that TerrainRegion data does not replicate between server and client.

Parameters

NameTypeDefaultDescription
regionTerrainRegionThe TerrainRegion to paste, previously obtained from Terrain:CopyRegion().
cornerVector3int16The Vector3int16 cell coordinate at which to place the lower-left-forward corner of the region.
pasteEmptyCellsbooleanWhether to overwrite existing terrain with empty (air) cells from the region.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Code samples: View on Creator Hub (Terrain-PasteRegion1).

Terrain:ReadVoxelChannels

Returns voxel data from a region of terrain, separated by channel. Unlike ReadVoxels(), this method lets you specify exactly which channels to read (SolidMaterial, SolidOccupancy, and/or LiquidOccupancy), and returns a dictionary keyed by channel ID. The region must be aligned to the voxel grid, resolution must be 4, and the region cannot exceed 4,194,304 voxels.

Parameters

NameTypeDefaultDescription
regionRegion3Target region to read from. Must be aligned to the voxel grid. Will throw an error if region is too large; limit is currently 4194304 voxels³.
resolutionfloatVoxel resolution. Must be 4.
channelIdsArrayArray of channel IDs (strings) that need to be accessed from the voxel data. Each channel ID represents a type of data that's stored in voxel. Current supported IDs are {"SolidMaterial", "SolidOccupancy", "LiquidOccupancy"}.

Returns

TypeDescription
DictionaryReturns voxel data as a dictionary based on the channelIds input. Keys represent each channel ID with their respective value as an array of 3D data. - SolidMaterial — The Material material of the voxel. Note that Water is not supported anymore; instead, a voxel that contains water will have a value of LiquidOccupancy. - SolidOccupancy — The occupancy of the voxel's material as specified in the SolidMaterial channel. This is a value between 0 (empty) and 1 (full). - LiquidOccupancy — Specifies the occupancy of the Water material in a voxel as a value between 0 (no water) and 1 (full of water). If the SolidOccupancy is 1 and the SolidMaterial is not Air, this will be 0. The dictionary also contains a Size key with a value representing the 3D array size of each channel data.
FieldValue
tags["CustomLuaState"]
securityNone
thread safetySafe
capabilities["Environment"]

Code samples: View on Creator Hub (terrain-readvoxelchannels-code-example).

Terrain:ReadVoxels

Returns the voxel data for a region of smooth terrain as two 3D arrays: materials (an array of Material values) and occupancies (an array of numbers between 0 and 1). The region must be aligned to the voxel grid, resolution must be 4, and the region cannot exceed 4,194,304 voxels. For more granular channel control, see ReadVoxelChannels().

Parameters

NameTypeDefaultDescription
regionRegion3Target region to read from. Must be aligned to the voxel grid. Will throw an error if region is too large. The limit is currently 4194304 voxels³.
resolutionfloatVoxel resolution. Must be 4.

Returns

TypeDescription
TupleReturns raw voxel data as two 3D arrays. - materials - 3D array of Material from the target area. Also contains a Size field, equal to the dimensions of the nested arrays. - occupancies - 3D array of occupancy values from the target area. Also contains a Size field, equal to the dimensions of the nested arrays.
FieldValue
tags["CustomLuaState"]
securityNone
thread safetySafe
capabilities["Environment"]

Code samples: View on Creator Hub (terrain-readvoxels-code-example).

Terrain:ReplaceMaterial

ReplaceMaterial replaces terrain of a certain Material within a Region3 with another material. Essentially, it is a find-and-replace operation on Terrain materials.

When calling this method, the resolution parameter must be exactly 4. Additionally, region must be aligned to the terrain materials grid, such that the components of the region's minimum and maximum points must be divisible by 4. Use Region3:ExpandToGrid() to make a region compatible with this function.

Parameters

NameTypeDefaultDescription
regionRegion3The region in which the replacement operation will occur.
resolutionfloatThe resolution at which the replacement operation will take place; at the moment this must be exactly 4.
sourceMaterialMaterialThe old material that shall be replaced.
targetMaterialMaterialThe new material.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Code samples: View on Creator Hub (terrain-replacematerial).

Terrain:SetCell

Deprecated. This item is a deprecated function of a legacy Terrain engine that has been removed. Do not use it for new work.

Sets the occupancy of the specified terrain voxel to 1 and sets its material to the closest smooth terrain material that matches the cell material.

Parameters

NameTypeDefaultDescription
xintThe X coordinate of the terrain cell.
yintThe Y coordinate of the terrain cell.
zintThe Z coordinate of the terrain cell.
materialCellMaterialThe CellMaterial to set for the cell.
blockCellBlockThe CellBlock shape type for the cell.
orientationCellOrientationThe CellOrientation rotation for the cell.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:SetCells

Deprecated. This item is a deprecated function of a legacy Terrain engine that has been removed. Do not use it for new work.

Sets the occupancy of all terrain voxels in the specified region to 1 and sets their materials to the closest smooth terrain material that matches the cell material.

Parameters

NameTypeDefaultDescription
regionRegion3int16The Region3int16 specifying the area of terrain cells to set.
materialCellMaterialThe CellMaterial to apply to all cells in the region.
blockCellBlockThe CellBlock shape type to apply to all cells in the region.
orientationCellOrientationThe CellOrientation rotation to apply to all cells in the region.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:SetMaterialColor

Sets current terrain material color for specified terrain material. Terrain material will shift its base color toward specified color.

Parameters

NameTypeDefaultDescription
materialMaterialThe Material whose terrain color to change.
valueColor3The Color3 to apply as the new color tint for the material.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:SetWaterCell

Deprecated. This item is a deprecated function of a legacy Terrain engine that has been removed. Do not use it for new work.

Sets the specified terrain voxel's material to water and sets its occupancy to 1.

Parameters

NameTypeDefaultDescription
xintThe X coordinate of the terrain cell.
yintThe Y coordinate of the terrain cell.
zintThe Z coordinate of the terrain cell.
forceWaterForceThe WaterForce value representing the water force in the cell.
directionWaterDirectionThe WaterDirection value representing the water flow direction.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:WorldToCell

Returns the grid cell location that contains the point position.

Parameters

NameTypeDefaultDescription
positionVector3The world-space Vector3 to convert to a cell coordinate.

Returns

TypeDescription
Vector3A Vector3 representing the grid cell coordinates containing the given position.
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:WorldToCellPreferEmpty

Returns the grid cell location that contains the point position, preferring empty grid cells when position is on a grid edge.

Parameters

NameTypeDefaultDescription
positionVector3The world-space Vector3 to convert to a cell coordinate.

Returns

TypeDescription
Vector3A Vector3 representing the grid cell coordinates, biased toward an empty (air) neighbor when the position lies on a cell boundary.
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:WorldToCellPreferSolid

Returns the grid cell location that contains the point position, preferring non-empty grid cells when position is on a grid edge.

Parameters

NameTypeDefaultDescription
positionVector3The world-space Vector3 to convert to a cell coordinate.

Returns

TypeDescription
Vector3A Vector3 representing the grid cell coordinates, biased toward a non-empty (solid) neighbor when the position lies on a cell boundary.
FieldValue
securityNone
thread safetyUnsafe
capabilities["Environment"]

Terrain:WriteVoxelChannels

Sets a region of terrain using a dictionary of per-channel voxel data, the inverse of ReadVoxelChannels(). The channels dictionary maps channel ID strings (SolidMaterial, SolidOccupancy, and/or LiquidOccupancy) to their respective 3D data arrays. You may write one or more channels in a single call. The region must be aligned to the voxel grid, resolution must be 4, and the region cannot exceed 4,194,304 voxels.

Parameters

NameTypeDefaultDescription
regionRegion3Target region to write to. Must be aligned to the voxel grid. Will throw an error if region is too large; limit is currently 4194304 voxels³.
resolutionfloatVoxel resolution. Must be 4.
channelsDictionaryDictionary of voxel data similar to the return value of ReadVoxelChannels(). Keys represent each channel ID with their respective value as an array of 3D data. The dictionary can support single or multiple channel inputs. - SolidMaterial — The Material material of the voxel. Note that Water is not supported anymore; instead, a voxel that contains only water should be entered as SolidMaterial = Enum.Material.Air, LiquidOccupancy = x, where x is a number between 0 (exclusive) and 1 (inclusive). - SolidOccupancy — The occupancy of the voxel's material as specified in the SolidMaterial channel. This should be a value between 0 (empty) and 1 (full). - LiquidOccupancy — Specifies the occupancy of the Water material in a voxel as a value between 0 (no water) and 1 (full of water). If the SolidOccupancy is 1 and the SolidMaterial is not Air, this will be 0.

Returns

TypeDescription
()
FieldValue
tags["CustomLuaState"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Code samples: View on Creator Hub (terrain-writevoxelchannels-example).

Terrain:WriteVoxels

Sets a region of smooth terrain from two 3D arrays: materials (an array of Material values) and occupancy (an array of numbers between 0 and 1). Both arrays must have dimensions that exactly match the target region in voxels. The region must be aligned to the voxel grid, resolution must be 4, and the region cannot exceed 4,194,304 voxels. For more granular channel control, see WriteVoxelChannels().

Parameters

NameTypeDefaultDescription
regionRegion3Target region to write to. Must be aligned to the voxel grid. Will throw an error if region is too large.
resolutionfloatVoxel resolution. Must be 4.
materialsArray3D array of Material. Dimensions must exactly match the size of the target region in voxels.
occupancyArray3D array of voxel occupancies (number between 0 and 1). Dimensions must exactly match the size of the target region in voxels.

Returns

TypeDescription
()
FieldValue
tags["CustomLuaState"]
securityNone
thread safetyUnsafe
capabilities["Environment"]

Code samples: View on Creator Hub (terrain-writevoxels-example).

Events

Inherited from BasePart

NameType / ReturnsDescription
BasePart.LocalSimulationTouchedFires on the local client when another part comes in contact with this part.
BasePart.OutfitChangedFires when the part's appearance changes due to a Shirt.
BasePart.StoppedTouchingFires on the local client when a part stops touching another part.
BasePart.TouchedFires when a part touches another part as a result of physical movement.
BasePart.TouchEndedFires when a part stops touching another part as a result of physical movement.

Inherited from Instance

NameType / ReturnsDescription
Instance.AncestryChangedFires when the Instance.Parent property of this object or one of its ancestors is changed.
Instance.AttributeChangedFires whenever an attribute is changed on the Instance.
Instance.ChildAddedFires after an object is parented to this Instance.
Instance.childAdded
Instance.ChildRemovedFires after a child is removed from this Instance.
Instance.DescendantAddedFires after a descendant is added to the Instance.
Instance.DescendantRemovingFires immediately before a descendant of the Instance is removed.
Instance.DestroyingFires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy().
Instance.StyledPropertiesChangedFires whenever any style property is changed on the instance, including when a property is set to nil.

Inherited from Object

NameType / ReturnsDescription
Object.ChangedFires immediately after a property of the object changes, with some limitations.