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Pixel Era/Quick Setup

Capture or paint depth

Use a heightfield layer from the PixelEra Play Area actor to define depth on the plane by automatically capturing the depth on all visible meshes, then use the in-editor painter to fine tune it or create it the heightfield from scratch.

1. Choose the depth channels

For a standalone field, set the row to Heightfield Only and enable the channels you need. For a texture or render target, keep that source and route its color channels to the depth channel you will paint.
Heightfield Only with Red enabled
  1. Enable the channels you need
    Enabled channels return 1 inside and 0 outside their painted interval.

2. Capture the scene

Select the Play Area. Under Scene Capture, choose Target Row and Write Channel. Hide unwanted meshes in the World Outliner. Click Capture Scene, wait for processing, then Save Field. No special mesh materials are needed.
Play Area capture destination and Capture Scene button
  1. Choose the destination
    Target Row is zero-based. Write Channel selects R, G, B or A.
  2. Capture, then save
    Hide unwanted geometry in the Outliner first.

3. Paint or adjust it

Click Open Painter. Select the row and channel. Choose Set, Raise, Lower, Erase, or Smooth. Adjust Radius and Falloff, then drag over the plane. Save when finished.
Heightfield Painter with channel, boundary and brush controls
  1. Channel and brush
    Choose R/G/B/A, then Set, Raise, Lower, Erase or Smooth.
  2. Brush size and falloff
    Adjust these before dragging across the plane.

4. Choose height storage

Select Height Storage in the asset: 8-, 16-, or 32-bit. Return Color Format separately selects RGBA8 or RGBA16F.
Height Storage set to 16-bit / Scaled
  1. Stored depth precision

5. Set runtime resolution

Choose Runtime Resolution and save. Your original capture stays editable at its authoring resolution.
Authoring resolution and independently selected runtime resolution
  1. Runtime size
    Lower this without losing the original authoring data.
Updated Oct 17, 2026

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