3D Terrain Editor

Professional terrain,
zero complexity.

Built around simplicity. Sculpt, paint, texture, and bring stunning worlds to life in minutes — ready to drop straight into your game.

SCROLL
See what's possible

Stunning worlds.
Built in minutes.

From flat ground to a breathtaking, fully textured terrain — watch the entire workflow unfold.

03 / 10
Height Sculpting

Unlock your
imagination.

11 precision brush modes give you total control over every mountain, valley, canyon, and cliff — from broad strokes to surgical detail. Slope and height filters make sure every stroke lands exactly where you intend.

Raise, Lower, Flatten, Smooth, Average, Level
Ramp, Terrace, Noise, Erosion, Canyon, Volcano
Slope filter — restrict brush to flat or steep areas
Height filter — paint within an exact elevation range
50-step undo, fully non-destructive
Raise/Lower
Flatten
Smooth
Ramp
Terrace
Noise
Erosion
Canyon
Volcano
Average
Level
Height Sculpting
height-sculpt.mov
04 / 10
PBR Painting

Paint your terrain
like a pro.

Layer up to 8 physically-based materials per tile with smooth splatmap blending. Every material gets a diffuse texture, auto-generated normal map, parallax depth, and a live sphere preview — so what you see is exactly what you get.

Up to 8 PBR materials per tile (2 splatmaps × 4 channels)
Diffuse + bump + auto-generated normal map
Parallax / relief mapping depth per material
Live sphere preview with adjustable light
Import your own textures from disk
PBR Painting
texture-paint.mov
05 / 10
AI Textures
Coming soon

One image.
Full PBR set.

Upload a single color photo — a rock, dirt path, mossy stone, anything — and Ardora's AI generates the complete PBR material set: diffuse, normal map, roughness and depth. Ready to paint with, instantly.

Upload any single color image as source
AI generates diffuse, normal, roughness & depth
Instantly available in the material palette
No external tools or exports required
AI Textures
COMING SOON · ai-texture.mov
06 / 10
Grass & Foliage

Dense foliage.
Real-time wind.

Paint GPU-instanced grass with physically simulated wind, color variation, and per-tile density control. Coverage scales to thousands of blades with zero performance cliff — the GPU does all the work.

GPU-instanced — scales to full coverage without drops
Wind speed, direction and turbulence simulation
Scale variation and color tint per layer
Per-tile density and blade width control
Grass & Foliage
grass-foliage.mov
07 / 10
Water Simulation

Beautiful, realistic
water. One toggle.

Real-time reflection rendering, procedural ripple normal maps, and a fully adjustable water plane — height, wave speed, tint, opacity and shininess. Add a lake, river or ocean to any terrain in seconds.

Live reflection FBO — reflects sky, terrain & sun
Procedural ripple normal map with tile control
Wave speed, distortion, shininess & opacity
Color tint, water height and surface size
Water Simulation
water-sim.mov
08 / 10
First-Person Viewer

Walk your world.
Before you export.

Hit play and step inside your terrain. Walk it in first-person to get a real sense of scale, lighting and feel — before you export a single file. Instant feedback, no guesswork.

First-person navigation at any time
Full sky, water, grass and lighting rendered live
Real sense of scale — catch issues before exporting
Return to editor instantly with one key
First-Person Viewer
viewer.mov
09 / 10 · Export

Works where your game lives.

Industry-standard formats, drag-and-drop ready. Up to 4K baked textures for crisp, detailed results at any scale.

GLB / glTF Export
Full mesh with baked diffuse, normals & splatmaps
1K texture
2K texture
4K texture
Normals baked
Drag & drop ready
Heightmap Export
Native engine formats — no conversion needed
Unity terrain RAW
Unreal terrain PNG 16
Splat & weight maps
C++ SDK — section 10 ↓
Skip the game engine entirely. Native OpenGL & Metal for your own pipeline — Vulkan coming next.
STUDIO
Export preview placeholder
10 / 10
C++ SDK · Studio

Your engine.
Your pipeline.

Don't want Unity or Unreal? The Studio SDK gives you a C++ library to load and render Ardora terrains directly inside your own engine — with native OpenGL and Metal backends, and Vulkan coming next. Full control, zero middleware.

C++ terrain loading library — drop into any project
OpenGL backend (Windows & Linux)
Metal backend (macOS)
Vulkan backend — coming next
Priority support included
Get Studio — unlock SDK
C++ SDK · Studio
sdk-demo.mov
Pricing

Start free. Upgrade when you ship.

Every tier includes the full terrain editor. Paid tiers unlock export and engine integration. One-time purchase — no subscription, ever.

Free
$0
forever · no account needed

The complete terrain editor — sculpt, texture, grass, water, sky and environment. No export.

Full sculpting toolset (11 modes)
PBR texture & grass painting
Water plane & sky dome
Environment & lighting controls
First-person viewer
Project save & load
Windows · macOS · Linux
No export
No SDK
Download Free
Studio
TBD
one-time purchase

Indie plus the C++ terrain SDK — render Ardora terrains in your own engine with OpenGL or Metal — Vulkan coming next.

Everything in Indie
C++ terrain loading SDK
OpenGL backend
Metal backend
Vulkan backend — coming next
Priority support
Get Studio
Free Download
Build your first terrain today.
No account. No install wizard. Unzip and run.
Windows
macOS
Linux
Download — Free See paid plans
Contact
Got a question?

Feature requests, bug reports, licensing — we read everything.