What layers are
A layer is the Editor-facing version of project data. It connects a project asset, generated editor data, or a virtual project boundary to something the viewport can render and tools can edit.
The Layers panel lists saved terrain, vector, raster, and marker layers. It also exposes the bounds layer, which is virtual. Selecting a layer makes it the active target for compatible tools.
Layer visibility is local to your browser. Creating, deleting, renaming, importing, or editing layer content is saved to the project.
Terrain layers
A terrain layer drives the 3D terrain mesh. Imported terrain layers come from DTM assets. The Editor samples the DTM, applies terrain scale settings, and builds the viewport mesh from it.
Sculpt edits are stored separately from the original source asset. This means you can sculpt the terrain without destroying the source DTM. Reimporting terrain restores the layer baseline from the source asset and clears sculpt overrides.
If no DTM is available, the Editor can create an empty terrain layer from the project area. That empty terrain is saved as generated project data and can still be sculpted.
Vector layers
Vector layers contain point, line, and polygon features. Imported vector layers are created from processed OSM-style assets using the selected vector mapping collection. The mapping decides which source features become editor layers and categories.
Vector features keep geometry, tags, and category information. Select, Lasso, Draw, Cut, modifiers, collections, roads, and exports all use that structure.
Manual vector geometry is stored in the project manual vector asset. The Editor creates or reuses that asset when you draw features that are not coming from imported source data.
Raster layers
Raster layers are pixel grids. Static raster layers are imported from imagery or other processed raster assets and are used as visual reference. Static rasters are fitted to terrain by default, start at 0.65 opacity, and cannot be painted.
Editable raster layers are manually created rasters. They are the targets for the Paint tool and for raster modifiers such as Rasterize and Paint Lock Mask.
Raster overlays have viewport display settings, including opacity. Those display preferences are local to your browser unless the layer content itself changes.
Creating manual layers
The New Layer action currently creates editable raster layers and marker layers. Manual vector creation exists through drawing workflows; the generic vector layer option is still marked as coming later in the dialog. Terrain creation is handled by the terrain import or empty terrain flow.
Manual raster settings include name, area, encoding, and resolution. Area can cover the playable area or the full project area. Encoding can be grayscale, RGB, or indexed. Resolution can be relative to terrain scale or set manually with width and height.
Marker layers store positioned editor markers. Farming Simulator projects get FS25 marker defaults, while Minecraft projects get a spawn marker flow.
Bounds layer
Bounds are virtual geometry derived from the project area selection: the outer project area, the playable area, and transition zones. Bounds are not backed by a regular asset.
Toggle bounds with B or the Bounds button. Vector modifiers such as Cut by Bounds can use bounds as clip sources, which is how imported geometry can be constrained to the playable area.
Importing layer data
Processed source data does not appear as editable layers until it is imported. The Editor detects pending terrain, vector, and raster assets and can create the corresponding project layers.
The details, including destructive reimport behavior, are covered in Importing and Reimporting Layers.