Modifiers
Apply every current vector, raster, and terrain modifier at the right scope, understand whether it stays attached or writes a result, and verify its side effects.
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Open a modifier at the correct scope
In Layers or Objects, select the layer, category, or individual feature and open Modifiers from that row or its context menu. The target summary must name the object you intend to change. Layer scope affects all compatible objects in the layer, category scope affects one category, and feature scope affects one object.
Available modifier cards depend on geometry and target type. A disabled or absent card means the selected target is not compatible. Persistent modifiers remain attached and update their derived preview; one-shot actions immediately write a new geometry, terrain, attribute, or raster result.
Vector shape modifiers
Preview the complete target, not only the selected feature. Strong smoothing, simplification, or offset values can close gaps, erase narrow shapes, overlap neighbors, or change junctions.
- Offset expands a polygon with a positive distance or contracts it with a negative distance.
- Buffer gives a line a surface radius while keeping its editable centerline. The radius is the distance from the centerline to either edge, so the complete buffered width is twice that value.
- Height Offset moves a line or polygon surface vertically. Water treats the footprint rim as its zero reference.
- Smooth rounds polygon corners and removes small edge noise.
- Refine cleans and curves linework while preserving network junctions.
- Simplify removes redundant nodes while preserving the visible line or polygon shape.
- Rectangulate replaces polygon footprints with fitted oriented rectangles.
- Resolve Overlaps removes parts of target lines or polygons covered by selected polygon or buffered-line categories. It can instead remove each whole target feature that overlaps.
- Cut by bounds keeps points, lines, and polygons inside a chosen project boundary and optional inward border.
Vector modifier settings
Offset uses Offset distance. Buffer uses Radius, which is the distance from centerline to one edge, so the visible full width is twice the radius. Height Offset uses signed vertical distance. Smooth and Refine expose Corner window and Quality; a larger window considers more neighboring geometry and higher quality performs a more detailed result. Refine also offers Normalize intersections and Aggressiveness for connected line cleanup.
Simplify and Rectangulate use the target geometry directly. Apply them only after selecting the right scope and review every replaced node or footprint. Resolve Overlaps asks for Overlapping features: select one or more layers or categories made from polygons or buffered lines. With Remove entire overlapping features off, it cuts away only the covered geometry and can split one line or polygon into several objects. Turn the switch on to remove every target object that has an overlap. Buffered references use their current Buffer radius, and split outputs keep the source vector settings and Water assignment.
Cut by bounds asks for the Bounds role and Inward border. A positive inward border keeps geometry farther inside the chosen edge.
Object Distribution exposes Spacing, Jitter, Edge buffer, and Seed. Spacing controls average separation, Jitter breaks a rigid pattern, Edge buffer keeps placements away from the source boundary, and Seed changes the deterministic arrangement without changing the rule.
Depth uses Depth, Steepness, and the Raise terrain instead of carving checkbox, which is off by default so Depth lowers terrain. Turn it on to lift the same footprint by the entered depth instead. Grade uses Height mode—Median, Mean, Minimum, or Maximum—and Edge blend. Roadbed uses Profile smoothing along the route and Shoulder blend outside the buffered road. Larger blends make gentler terrain transitions but affect more surrounding ground.
When a geometry edit is rejected
The Editor rejects line and polygon edits that create excessively dense geometry or exceed 50,000 nodes in one feature. Polygon holes are checked as well as the outer boundary. Ordinary short shapes and curves remain supported; a large feature does not automatically need simplification.
If the proposed operation would create excessive density, no changes from that operation are applied. The previous geometry stays in place. Adjust the operation settings before trying again; there is no newly saved result to simplify.
If the existing feature is already too dense, select it in Objects, open Modifiers, choose Simplify, and apply it. Density-reducing edits can be saved in stages when they do not worsen another overloaded part of the feature. You can still delete the feature or change its attributes, textures, buffer, or height offset. Copying a dense feature is not a repair.
Undo and Redo also check geometry density. Undoing a simplification can be refused if it would restore excessive density; the current geometry and history position remain unchanged.
Vector creation and attribute modifiers
Line companion asks for Output, Side, Distance, optional point Spacing, Target layer, and Category. Side is Left or Right for a line and Outside or Inside for a polygon; an inside distance wider than the polygon leaves nothing to create, so nothing is added. Add keypoints asks whether to use Existing nodes only or Every N meters, plus Spacing when needed, Target layer, and Category. Numerize asks for Attribute name, Order, Start value, Step, and whether to Overwrite existing numeric values. Classify asks for the Source layer.
These modifiers create or rewrite project data. Confirm the destination and attribute name before applying, then inspect the result in Objects. Undo promptly if the destination or order was wrong.
- Line companion creates a parallel line or regularly spaced points beside one selected line, and a closed parallel ring or spaced points around one selected polygon. Choose its destination layer/category and distance or spacing.
- Add keypoints creates point objects at existing line nodes or every chosen number of meters. Choose the destination layer/category.
- Numerize writes sequential numeric attributes using top-left row order or the current feature order.
- Classify assigns target polygon categories from the source layer with the greatest polygon overlap.
Object Distribution
Object Distribution saves a deterministic placement rule for points, lines, or polygons. Configure the density or spacing, scale range, rotation behavior, seed, and other controls shown for the target, then combine it with a compatible Trees, Decorations, or other placement collection.
The same geometry and settings reproduce the same placements. Changing the source boundary, buffer, seed, or selected assets can move many objects, so inspect protected routes and boundaries after every important change.
Depth, Grade, and Roadbed
These operations change working terrain. Correct vector footprints and road centerlines first, apply once with conservative settings, and inspect every edge. Moving the source later does not automatically move terrain that was already carved or graded.
Each application is committed as one operation, so there is a limit to how much terrain it can change at once. A very large footprint on a large map can exceed it, and the Editor then says how many terrain samples the operation would change instead of applying it. Apply the modifier to fewer objects or a smaller area and repeat.
- Depth carves working terrain below polygons or buffered line footprints. Edge steepness controls how the cut transitions back to surrounding ground. Turn on Raise terrain instead of carving to lift the footprint by the same amount; it is off by default, and raising afterwards reshapes terrain rather than restoring the exact heights a carve replaced, so use Undo when you need the original terrain back.
- Grade flattens polygon footprints to a representative terrain height and blends their edges. Choose Median, Mean, Minimum, or Maximum according to the foundation or platform you need.
- Roadbed grades terrain along buffered road centerlines and blends shoulders outward so the assigned road surface follows a usable route.
Raster modifiers
Rasterize asks for a polygon Source layer, Numeric attribute, Offset, Fill polygon holes, and Only empty pixels. Use Offset when source values need to be shifted into the target raster range. Only empty pixels preserves cells that already contain data.
Rule-based fill asks which vector layers and categories contribute, then Per-feature values, Coverage, Region size, Expansion, Edge fade, and optional intensity variation. Feature-based fill separately enables terrain and vector sources, with Terrain strength and search distance, Feature strength and reach, Organic variation, Region size, and noise.
Large Rasterize, Rule-based fill, and Feature-based fill actions may process or save in several steps automatically. Keep the Editor open until the progress item reports Raster update published; after successful completion, the complete result appears as one History action. If Rasterize reports an error, reload the Editor and inspect the target before retrying because an earlier batch may already be saved.
Paint Lock Mask can be enabled or disabled, can protect the space outside every selected polygon/buffered line, and lists each source layer with its eligible region count. Fill Raster uses a Base index for indexed rasters or a Value/Value range for continuous rasters. Only allowed preserves protected cells; Expand Paint Lock Mask grows that protection. Some foliage templates also expose organic islands and sparse alternate indices.
Use constructed road shapes is available in Paint Lock Mask, Rule-based fill, and Feature-based fill. It is off by default. Turn it on to use constructed pavement, sidewalks, curbs, extra lanes, width transitions, and junctions instead of the original road buffers. Island centres without a base surface and terrain beneath elevated bridge spans stay outside the road footprint; ground-contact approaches remain included. Features without constructed roads keep their normal polygons or buffers.
Apply mask saves this choice for that raster, including for Fill Raster with Only allowed. Road shapes rebuild after road or terrain changes, including roads outside the current view. While they are being prepared, protected painting is blocked and fills that require the shapes are unavailable. If preparation fails, reopen the Editor and retry. The mask does not remove foliage or other values already painted beneath a road.
Open the target raster first, choose the modifier, select source layers/categories and values, then apply. Toggle other textures off and inspect the entire raster, its edges, and overlapping sources. Raster generation and Fill Raster replace values across a broad area; verify the target name before confirming.
- Rasterize writes numeric polygon attributes into the selected editable raster.
- Rule-based fill builds deterministic organic additive values from selected polygons and buffered lines. Coverage, region size, expansion, edge fade, value range, and noise shape the result; overlaps add values up to 255.
- Feature-based fill creates continuous values from terrain drainage, nearby polygons, buffered lines, or a combination. Terrain/feature strength, reach, search distance, region size, variation, and noise control the result.
- Paint Lock Mask protects the footprints of selected polygons and buffered lines from later Paint edits.
- Fill Raster replaces the layer with one indexed value or a deterministic continuous range. Only allowed preserves cells protected by the active lock mask.
Terrain layer modifiers
Select the working terrain and open Modifiers. Plateau adds an exact 1–1000 meter elevation lift to every sample while preserving terrain shape; it does not flatten. Blur smooths the complete terrain with cross-tile support and a strength from 1 to 200.
Both are long-running, whole-terrain operations. Do not stack Plateau accidentally. Use Blur only as strongly as the source quality needs, wait for completion, and inspect tile boundaries, peaks, valleys, roads, and shorelines afterward.
Verify and recover
After applying a modifier, compare the viewport and Objects counts, then check the History window. Persistent settings save with the project; one-shot results become new project data. Wait for the success state before closing the tab or exporting.
Use Undo during the same session when supported. For a large one-shot operation that cannot be safely undone later, create a project version first. Reimporting vectors can invalidate targets and derived assignments tied to the old features.