Hey have you ever woken up and said I want to build the coolest mountains in Minecraft no well it doesn’t matter because after this video you will and with the action mode you can create stuff like that and so much more in no time so today I’m here to show you how Welcome to the second part of this tutorial Series where we will be learning how to terraform with action step by step we are going to go through different functionalities like the rock tool melting and the angle Mass for example among all the others you can see Here on the board there’s a lot to cover so let’s jump into it we’ve seen the basics of camera movement and settings at the beginning of part one of this tutorial Series so if you need to learn about those the link is in the description below on the Bottom right corner of the screen you will see my keypresses so look over there if you have any doubts about what I’m doing at any moment of the video all of the tools will be covering today are from the editor mode and to access that We need to press right shift and now we see all these set of tools to the left and all this set of options to the right most of the times when we want to create something from scratch especially if we start in a flat or void world we Need some basic shapes at the base for our build some quick options here that I like to use are first the freehand tool with it you can choose the type of Rush and the size and when we right click and drag it it will create the Rin as we go We can also change the type of Lo if we want to for example sand Oak and Spruce and remember we can always undo our actions with control C and redo them with contrl Y the freehand is a very simple tool so let’s take a moment here To check a few useful things we can do with the settings the values of the slide goes from zero which means we’ be painting with only one block all the way up to 50 but if we hover it over we can see that it says control click to set a Value if we do that we can now type in whatever number that we want and this is very important because it works for any any of the sliders of every tool that you’ll find within axium so let’s put 100 for example and now our sphere is Going to be way bigger of course the bigger it is the longer it will take to process so be careful with those numbers another way to change the size of the brush as we go is by pressing control and the mouse wheel and then drag it in Or out as you can see the size will automatically be reduced or increased which is very helpful and can speed up the workflow by a lot moving on to the shapes of the brush we have the basic ones which are sphere cube and octahedron but now with version two we Have a lot more of options most of them like the cylinder have two parameters radius and height but they work the same way these new shapes allows us to create many different things that will fit our needs when creating the build that we want but I will let you check them Individually the freehand tool is very simple fast and straightforward but not the best when it comes to finer details so when we have a more specific idea in mind I recommend using the create option from up here this allows us to choose a sphere CU boy cylinder Cone or pyramid when we click it it will open a tab where we can change the size in the three dimensions as well as other parameters for example let’s choose cuboid the first time we hit place we will see a preview of the cube we can then click anywhere to place that Preview and now a few arrows will appear around the shape this will let us move it around and once it’s in the position that we want we go and hit place again or enter on the keyboard and the shape will appear in the another thing we can do with the preview Is grab the handles and drag them around to rotate the shape in any angle that we want around the different X Y and Z axis we can also make it bigger or smaller with a WID parameter in this case and again input any number to make it even Larger let’s now suppose that we want a very specific angle or perhaps go back to a flat Cube well under here in advance we can see all the rotation parameters and once again control click and type in any number for example 0 0 to get a flat Cube again two more things We can make it Hollow by checking this box or separate the XY Z axis which will let us have more interesting shapes like a rectangle for example using the create shape we can get a more specific basic layout for our terrain this takes a lot more time than just using the freehand Tool but in this way you can get a more solid starting point or planning stage now that we have that for our terrain how do we make it look more natural well we can start with one of the favorites The Rock tool to the right we must select our active block which is The block that we will be using to create the rocks to the left we will find different parameters the first ones are the exact same as for the free hand tool like brush shape and size but there are a bunch of new ones like noise radius smoothness and so on increasing The noise radius will make it so that the noise varies as slowly in space in other words the smaller the radius the more noise it will be the noisiness determines how strong the noise has to be applied the smoothness as it says in the tool tip depending on how high it is It will smooth the rocks with its rings further apart and at last the melding tells us how much the rocks will accommodate the previous terrain the stronger the melding the more it will blend with the shapes of the terrain it has Below in this case we will use the rock tool to Try and give some of our basic rectangles a more interesting and natural look for that I chose a size of Rush relative to the size of our rectangles and carefully try to work around them this could also work in replacement of the freehand tool when creating the base Terrain in case we Want to start with something a bit more random another tool we can use to build Cliffs and ledes around our rectangles is the sco draw tool with this one we can check the shape of the build and it is based on the direction that the surface is facing which basically means It will pull the blocks outside in that direction one of the parameters of interest is invert with this one on instead of pulling the tool will remove or push the blocks inside the surface mask Y is another one which will basically make it so it will only add Blocks in the y or vertical Direction This tool is specifically useful to carve out shapes out of our basic rectangles and add leedes where it’s needed so it’s definitely worth it to give it a try removing terrain with inverted scul draw is fine but sometimes it can be a Bit too rough so if we want to carve out or remove areas of the terrain we don’t like in a more controlled manner we can use the great and amazing melt tool this tool as the name suggests allows us to melt the blocks it’s not the same as Painting with air with this we can smoothly remove some parts without altering too much the surroundings of course this will depend on the parameters like the shape of the brush the smoothing strength and the smoothing threshold however as there were parts that we had to remove we might want to Still add some Terrain for example let’s say we don’t want this sharp edge between these two surfaces for that we can use the well tool which works in the opposite way as the melting tool it will use the active block to fill in the gaps in a smooth way the Parameters are exactly the same as for the Melt combining melting and Welding around the rectangles can help us to quickly modify the terrain with a bit of patience though we can create stuff like Ledges naturally ared Bridges caves and probably a lot more so check both of these for sure But still as you can probably notice behind me the shapes are a bit rough but nothing to worry because that has a very easy fix with a smoothing tool this one is in my opinion one of the most important tools within the mod with a smooth tool we can very easily Soften the shapes we created to achieve a more polished look however there are different settings that we can change which provides us with different functionalities for different scenarios that we might encounter as always we have shape size and strength but down with below under modifiers we can see Three buttons here that say melt stable and grow by default it is set to stable this will make it so that the tool maintains the same number of blocks that we originally had during the smoothing this often helps to preserve the original shape that we had while making It look less noisy if we hit Melt while smoothing the tool will be able to remove blocks this is the one that I like the most basically because I tend to start with big structures so then I can carut them out without worrying too much if we hit grow instead it works the Opposite way meaning that the tool can now add new blocks in General Grow is good to use when we see a small hole that we need filling during the smoothing on top of these three settings we can also change the block ratio which works in a similar way so if we are in Stable but we increase the block ratio the smoothing as you can see will now add blocks and going below 100 it will remove the blocks with this parameter we can have a bit more control on the amount of blocks to add or remove from our Terrain At last we have fixed edges which is set to on by default and I would recommend keeping it that way because it basically matches the smooth area with existing terrain something important to consider though is that the tool will not only affect the blocks inside the radius of The brush but it will also consider and modify surrounding blocks as we drag the brush along with this tool now and the different parameters I just spend some time polishing the shapes that we already had opposed to the smooth tool we have raffen which works kind of the opposite Way right it will modify the terrain to make it less smooth this is great to add variation when we have a surface that is very smoothed out to the point where it can look unnatural so it’s a matter of balance with these two tools and it’s up to your objectives and Preferences so now let’s get into my favorite tool the one that got me into axum the slope tool this is an incredible tool that as a name suggests is for creating slopes between two points how it works is quite simple we just click on one block at a given y Level and then move the mouse until we reach a second block we will see a green line appearing with a number that indicates the angle of the slope between those two blocks we can see how depending on our second block that angle will change now when we hit and hold the Right click we will see a grid appearing this is sort of a map for the terrain that we will be creating and if we now drag the mouse along we will see the terrain appearing in the direction of that slope bear in mind that the block Used is going to be of the same kind as the blocks right below we can change the radius of the brush and the Y limit this last one is useful when we are in scenarios like this for example where we don’t want the slope to pull blocks of Grass from below with this parameter we are basically limiting the height of the slope brush in version 2.0 we have a few new settings and made this tool even better right here we can choose R which will limit the tool to only create the rain along the direction of the slope we Can also choose lower which is not going to create the Rin but instead is going to destroy it and that is marked with red and both will remove when there’s Terrain in the way of the slope and add when there’s air to fill we can also change the smoothness of the slope and The shape so instead of having a plane we can have a cone and it’s very easy to visualize this in degree that is shown when using the tool and at last we have the follows this basically determines the strength to apply when creating the brush so for example the first one will Create a uniform SL where all the blocks have the same height with the other ones the strength will Decay as we move apart from the center I recommend that you try by yourself and play around with the different followups to see what different results you can get sometimes The slopes are too symmetrical or smooth in a way that can look unnatural so something really quick that we can do is to apply the roughen tool that we have seen before only a few times to the slope and then smooth it up until get something that preserves the slope shape Or the slope angle but but that is maybe not so perfect and looks more realistic an alternative to the roughen tool to break the smoothness a bit is this tort which allows us to configure different scales and parameters to apply a Simplex noise to the terrain a way to Think about this tool is that it will add some small Mounds or bumps to the terrain that maybe we can later smooth out a bit now it’s time for the last and probably the most versatile tool for terrain creation and that’s the elevation tool to use it just hold right Click over some blocks and it will rise the terrain with the default settings in some ways the parameters we can modify here work similarly to the slope tool you can see we have a y limit if we click here it will affect both the rectangle and the grass if we don’t want That we just reduce this value and it will only affect the rectangle unless we drag the center of the brush over the grass of course here we can rise which is the one we’ve seen we can lower which is pretty straightforward we can flatten which let’s say we raised a bit of Terrain first and now we want to flatten at a given level we just use this setting and drag around to push all the terrain around it to that height where we first clicked we can also flatten up which is only going to raise the terrain to reach that height of the first block Press but it’s not going to bring down the blocks that are above and flatten down works the exact opposite way it’s going to bring down blocks to reach the level but not going to raise them increasing the rate it’s going to make the tool work stronger for instance zero It’s not going to do anything and the more we increase it the faster it will work and at last just like the slope tool we have the different follows which are exactly the same stronger at the peak of each girl but now the feature that makes this tool as I said before The most versatile for terrain creation is this button right here this allows us to import height maps you can find some free height Maps over the internet I will put the link on the description from the ones that I’m using this is a pack from evman to load them in you just Need to drop them into the folder that pops up when you hit the load height map button a way to think of the height Maps is similar to the follows for instance where you see white is like the peak of the curves which means that the terrain Will be higher there and as it gets darker the amount of terrain created will be less like here where we can see the three white pcks very clearly if we rotate or change our player position the high map will rotate with us so use that information wisely to create interesting Terrain using different High maps and even different follows and parameters you can very quickly create stuff like this we can even add more details with a smaller brush size it’s a very powerful tool and I absolutely recommend that you try it out by yourselves so now that We’ve covered most of the tools for terrain creation let’s spend some time actually using them to create something that looks better than this so let’s go so I started to change the shape of the bigger heel at the back with the Mel tool until I got some sort of rounded OED part that separated it into two different PS that later on I kept polishing individually I also did a similar work with the shape of the big rock to the right as you can see I didn’t hold back with the melting then I follow with the smooth tool to polish Some of the weird edges where I felt it needed to be smoothed out when I was happy with that I started to work on the side of the rectangles that I had left untouched before here I simply used the well tool with a cube brush to add that Extra layer of variation on top of them without losing the general basic shape while also creating some Ledges where isofit here I used a big rotated rectangle to connect the ugly heels at the back with the rest of the build I created some ledes around and an arch Below all using well smooth and melt and finally I used raffen distort and smooth to add some noise to this perfect slopes and flat areas without changing the shapes too much so now it was time to fix the LLY heels at the back for that I Chose to use the rock tool and different Bon brushes to create three sets of Stack rocks in a state of very doubtful equilibrium I then used melt again but this time in a more controlled manner to signify the division between some of the Rocks I didn’t forget about the terrain At the front for which I used a big slope to lower the entire thing down followed by some more Distortion smooth and a few cylindrical rocks around it and in a few other areas where I felt it was missing something I top the thing off with another rotative rectangle that I then tweaked around to make it look like yet another doubtful Rock in equilibrium and with that and maybe a few more tweaks here and there I ended up with a shape for the terrain that I’m absolutely happy with so now it’s time to paint we covered the painting Tools in Details in the previous episode of this tutorial series but here on top of that we will mention a few things that we didn’t get to cover in that video that are very useful to paint the terrain and those are the tool masks from up here we Can open and edit the mask menu let me make it larger so you can see better to the right we can see a few options but before getting to see what they do let me show you how this works to activate the mask you just need to drag one of The options into the other side where you see a yellow line appearing we can then minimize this menu and as long as it’s opened the mask will work here we have created a simple mask of light gray wood which means our tool will only work over that specific block and none other We have other type of masks for instance a wi Lev mask by default it’s equal to 62 which would only paint blocks at that height but something we can do is change the equal by clicking on it to for example greater and let’s put zero here Which will now paint as you can see any blocks that are higher than that if we want to save a mask for later we can just drag it down it will stay there but not be active we have a bunch of other mask types but what I want you to see Now are these three on the top which are logical conditions we have have any all and not let’s check them out you can see that any has like this little slot on it we can then drag as many of the masks we’ve seen into that slot we can see That we have all the masks separated by this lash which indicates a logic or that means that whenever any of the Mask conditions are met the tool will work for instance let’s keep it simple and just use three as an example we minimize this and now the tool will paint any Light gray wool block any block that is at y level 20 and any block that is near grass the old condition works in a similar way the difference is that now all the conditions that we drag into the slots have to be met simultaneously for the Tool to work so if we put block equal light gray wool and Y level 62 it will only paint the light gray wool at that specific height and at last we have not which will apply the mask to all the blocks except the ones that fulfill The Mask condition so in this case it will not paint gray wool but yes light gray and grass you can then combine all the different mask and The Logical conditions together to create different effects and achieve the goals you have for your build or maybe just try and Play around to see what you can get that’s up to you but now let’s see the angle mask which are specifically useful for painting terrains in this mask we can put an angle de let’s say minus 45 the orientation of this angle is as shown in this picture setting an angle mask Greater equal to minus 45 will only paint blocks that form a greater slope than that leaving the flat areas untouched this is useful to paint the cliff side of our terrain where in most cases nature won’t grow meaning we will have a rocky material there inverting The sense of the tool to a less equal now will allow us to paint the flat areas where where vegetation can grow so we will symbolize that with green playing around with angled masks different values of the angle and perhaps combining it with the other ones We can very quickly give the terrain a realistic look of course later on you can trick details around an ad variation because if we were to paint all the terrain with a single technique it would look too repetitive so what’s important is to learn the techniques but also to Know when and where to apply them for instance here we could also use an all condition combined with different wi levels to paint layers of terrain on the top part to simulate for example a layer stratification like the ones we can see on the Mesa biion so now I will spend Some time using the mask and the painting techniques we’ve covered in the other video to finally bring this terrain to life and see the final results let’s go when I started with this terrain I didn’t have a clear idea of what I wanted so I decided to have Fun with it I had just seen someone do a build with psychedelic colors and that inspired me to try it out for that I first painted the bigger Clips with a purple purple noise pattern masking only the gray wool so that I can later replace it then I use one of my safety Gradient presets that I created right before recording and painted the entire top part with this very vibrant colors of course I had to iterate a few times until I got the gradient direction that I like the most I then used a different gradient to replace the purple noise we Added before with some yellow colors that look like some splashes of paint using the same angle mask we’ve seen before I painted the side of the clips with red as a placeholder then I inverted The Mask to paint the flat areas with lime wool and spent some time Spinning around the Bild so I didn’t forget any hidden corners while doing that I found some awkward spots that I didn’t completely terraform before so I took some time to fix those with melting welding smoothing and adding some rocks here and there which of course then I Had to paint once I had that I repeated the same process that I did at the beginning to paint the pillars at the back which ended in some more colorful pieces of the Rin then I used a simpler and more desaturated gradient to replace all the red wool around the build this Way the focus of the terrain remains on the Main and more colorful structures I decided that on top of the light gray structures where it’s flat I didn’t want the grass material but some sun combination instead and that was symbolized with a yellow wool then I made a third vibrant gradient this time Using green blue and white which I used to paint the arch at the back again I iterated a few times until I got this sort of blue diagonal stripe on each that I really like I used it also on the arch at the front the rest of the light Gray wo was painted with a simpler gradient again also more desaturated than the rest but this time of a lighter set of colors which I think are going to work better with the sand at the top now it was finally time to replace the lime wo with a color combination that Resembled grass for that I used the noise Painter with grass moss green concrete powder and green terracota something very similar I did for the yellow wool but this time time we used a combo of sun suspicious sunand Sunstone and bamboo this is the moment where I realized that this wasn’t just a random Psychedelic build but instead it reminded me of some coral reefs so with that in mind I went ahead and painted the final piece of the build I first repeated the same thing for the cliff base nothing new there and before painting The Rocks I used the infinite Rich function of axium and some black wool to try and mark the division of some of them it won’t stay black so don’t worry about that here I tried a few gradients until I arrived at one that I liked for the rocks and then I patiently tried my best to paint all of Them individually and in a way that sort of makes sense at least for me I reutilized some of the already used gradients and techniques to paint the base cleff and finally replace the black wool with some softer colors but still darker than the ones used for each rock At this point I was very happy with the terrain but I couldn’t stop seeing the coral reef now so I had to commit to it just in case I first met made a copy of the build and moved it far apart right below it I created a sloped plane which Then I randomized quite a bit making use of the Distortion tool after smoothing it out I decided I needed some more rocks which meant yes you gu it right I had to paint them again with the angled masks luckily the gradients that I used were already safe for me and once I Finished with that I added a layer of blue wool on top of the white which then I replac with blue stained glass and finally I added some some light blue and San glass on top of it using a noise pattern to try and simulate some waves I Then mve the entire build down until it fit into this sort of Shore that I had just created and with that the build was almost finished the only thing missing was to add some decorations and vegetations which I did in a very lazy manner with a claminator tool and a few Noise patterns to quickly create some custom KP or cigas so here it is it took way longer than expected but I’m very happy with the terrain we created for the this tutorial and it’s probably the one you saw in the Thumbnail I very much hope you found all this information useful and if you enjoyed the video remember to like it leave a comment or subscribe that really helps me out and if you want to support me or my content further you can do that on my coffe link or patreon where you Can download this build as well thank you so much for watching this has been Calvin and I’ll see you in the next one goodbye Video Information
This video, titled ‘How to Terraform in Minecraft | Axiom Tutorial & Guide’, was uploaded by CalvenMC on 2023-12-08 14:52:10. It has garnered 737 views and 61 likes. The duration of the video is 00:25:32 or 1532 seconds.
This is the second part of the Axiom Tutorial series where we cover most of the Terraforming tools. There are still a few things that we didn’t get to see, so there might be a part 3 in the future. Which also depends on any updates on the mod by its amazing devs and creators! @TheKidReturnsGaming
Axiom Version Used: 2.0.0 for Minecraft 1.20.2
Part 1 (Painting Tools): https://youtu.be/RbrOF-nXvwc
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___________________________Credits____________________________
Heightmaps by Evmanz: https://www.planetminecraft.com/project/evman-s-free-brush-pack-44-high-quality-custom-brushes-world-painter/
Music from the Youtube Audio Library
Sounds from Zapsplat.com
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TIMESTAMPS 00:00 Intro 00:35 Basics 1:02 Free Hand Draw 2:55 Create Shape 4:25 Rock Tool 5:41 Sculpt Draw Tool 6:22 Melt 6:53 Weld 7:39 Smooth 9:25 Roughen 9:45 Slope Tool 12:03 Distort 12:21 Elevation Tool 13:47 Heightmaps 14:52 Build Timelapse 1 16:42 Tool Masks 19:20 Angled Masks 20:45 Build Timelapse 2 25:00 Outro