Vista 3.3: Procedural Generation Meets Manual Terrain Editing
Vista is a procedural terrain system for Unity. It generates terrain shape, textures, vegetation, and other environmental details from visual graphs, helping you build and iterate on large landscapes quickly.
But some places need a human touch. A village needs level ground. A road needs a carefully shaped entrance. In a procedural workflow, those edits are fragile: changing a graph and regenerating the terrain can overwrite your manual work.
Vista 3.3 brings procedural generation and manual editing into one workflow. Terrain Seal defines where manual work should be preserved, while Stroke Painter lets you apply graph-based effects by hand.
Terrain Seal: Preserve Your Manual Edits
A Terrain Seal marks an area that Vista should keep during regeneration.
Shape a polygon around the area you want to refine, then use the terrain tools you prefer inside it. Sculpt the ground, paint textures or holes, and edit trees, grass, and details. When Vista generates the terrain again, that terrain data remains intact inside the Seal while the surrounding landscape follows the new procedural result.
There is no capture step to manage. You can continue editing the sealed area, change your biome graphs, and regenerate as usual.
A Seal has a hard edge and no falloff. Keep the work you want to preserve fully inside the polygon, with a small margin around the boundary. Terrain shape, textures, holes, trees, grass, and details are supported; independent scene GameObjects are not part of the preserved terrain data.
Terrain Seal works with Unity Terrain and Polaris out of the box. It is included in Vista Personal, Indie, and Pro.

Stroke Painter: Turn Your Graph Into a Brush
Stroke Painter brings Vista's graph-based terrain processing directly into the Scene view.
Choose a Stroke Action, draw across the terrain, and release to apply the effect along the complete path. One action can coordinate terrain shape, textures, holes, trees, and grass instead of treating each part of the environment as a separate editing task.
Vista 3.3 includes everyday tools for raising, smoothing, flattening, texture painting, and vegetation work, as well as larger treatments such as Clear Site, River, Hydraulic Erosion, Thermal Erosion, Convexity, and Concavity.
You can also create your own Stroke Actions with Vista's visual graph system. This turns the terrain logic you already build in Vista into reusable tools that can be applied exactly where the landscape needs them. Vista Pro can additionally expose graph-specific properties for adjustment in the Painter.
Stroke Painter works through the Vista Painter component on Unity Terrain and Polaris. It supports multi-action sequences and standard Unity Undo and Redo; a multi-pass sequence is recorded as one edit operation.
Stroke Painter writes directly to terrain data, so place a Seal around the area before painting if you want the result to survive later regeneration. Stroke Painter is included in Vista Indie and Pro.

Generate, Refine, and Keep Iterating
Together, Terrain Seal and Stroke Painter create a straightforward workflow:
Generate the broader landscape with Vista.
Place a Terrain Seal around the area you want to preserve.
Refine that area with Stroke Painter or other terrain tools.
Continue changing and regenerating the procedural world.
You keep the speed and flexibility of procedural generation without treating its output as untouchable. Important locations can be shaped deliberately, preserved, and developed alongside the rest of the world.
Changes for Existing Projects
Template variant lists remain serialized for compatibility but are no longer used during terrain population. Use one template per prefab or texture, then distribute instances with Split Positions or detail density with Split Mask.
Generic output names must now be unique within a graph.
See the full changelog before updating an existing project.
Also New in Vista 3.3
Terrain generation Undo and Redo for Unity Terrain and Polaris
Split Positions and Split Mask nodes for distributing instances and mask values
A Scene view probe for reading terrain height, slope, and surface normal beneath the cursor
Fallback textures for graph Input nodes
Seed history controls for Vista Painter and Local Procedural Biome
Faster Polaris grass population, plus workflow improvements and fixes
Read the full Vista 3.3 changelog.
Get Vista 3.3
Terrain Seal is available in every Vista edition. Stroke Painter is included in Vista Indie and Pro.
Whether you are starting a new procedural world or have been waiting for a safer way to refine an existing one, Vista 3.3 lets procedural generation and hands-on terrain editing work together.



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