Welcome to the Axiom Documentation, an introductory book about the all-in-one tool for editing Minecraft worlds. The goal of Axiom is to help you build terrain, organics and structures faster and to a higher quality. The mod brings innovative new tools and algorithms, while also improving ergonomics by reducing the feedback loop through realtime clientside visualizations.
Axiom is intended for everyone from novice to professional. The tools are intuitive and easy to approach, while still providing lots of depth through settings for experienced users.
To access the Builder Mode menu, press Left Alt
To open/close the Editor Mode, press Right Shift
These keybinds can be adjusted in Minecraft's controls menu (Esc > Options > Controls)
The Builder Mode is an enhancement of the vanilla Creative mode. It adds several new features that take a lot of the pain away from traditional building and make everything just a bit easier.
Many features for builder mode can be toggled or accessed through the Context Menu. The menu can be opened by holding down Left Alt. See Context Menu for more information.
To the right of the hotbar, you can find the Builder Tools. These tools are very simple and are intended to ease structural/small scale building where use of the more powerful Editor Mode is too unwieldly.
To start using a Builder Tool, scroll to the 10th slot or press 0. To switch to a different Builder Tool, hold Left Alt and then scroll.
The tools that are currently available in this section are:
The features for builder mode are accessed in the builder context menu. By default, holding down Left Alt opens the menu.
The hotbar swapper is the most prominent feature you’ll notice when you first open the builder context menu. While the menu is open you can use your scroll wheel or number keys to quickly swap to another hotbar.
This feature aids in organization, allowing you to swap between building materials without needing to open your inventory and move things around.
You can reorganize your hotbars by clicking items like you would in any other inventory. The fastest way to fill a hotbar is to open an empty bar and fill it using the creative inventory or pick block as you normally would.
On the left-hand side you can find a number of buttons for toggling building Capabilities. A raised or lighter background means the Capability is disabled, while a depressed or darker background means the Capability is enabled.
Documentation for Capabilities can be found here
Above the hotbar swappers are 3 buttons for quickly swapping to other gamemodes. Using these buttons can be slightly faster than messing around with F3+F4 or chat commands.
Tip: Pressing Left Alt while not in creative mode will put you into creative mode, this can be useful if you are in spectator mode and want to swap back to place some blocks.
On the right-hand side you can find a slider which allows you to quickly change your flight speed, up to 1000% or 10x faster.
The move tool allows you to adjust the position of blocks in a cuboid region
To select the region, start by pressing Left Click and then Right Click If you need to select a non-cuboid shape, you can use Middle Click to extend the selection to that point
See below for a step-by-step demonstration. The initial selection is made with a Left & Right click, which is then further refined to include the whole tree using 3 Middle Clicks
Once you have a selection, simply start scrolling to nudge the blocks in the direction you are looking
The blocks can be flipping using Ctrl+F, and rotated using Ctrl+R
To confirm the movement, press Right Click
To undo/redo the action, use Ctrl+Z/Ctrl+Y
See below for a step-by-step demonstration
Clone is similar to Move, but it copies the blocks instead of moving them.
The process for using Clone is the same as the Move tool, so refer to Move for more detailed information
Stack allows you to copy blocks in a row or grid
Refer to Move
Start scrolling in a direction to stack the region end-to-end
Scrolling in another direction will turn it from a 1D stack into a 2D stack, and scrolling in all 3 dimensions will perform a 3D stack
To confirm the stack, use Right Click
To undo/redo the action, use Ctrl+Z/Ctrl+Y
See below for a demonstration
Smear blocks in a 3D direction
Refer to Move
Scroll in a direction to move the target point
To confirm the smear, use Right Click
To undo/redo the action, use Ctrl+Z/Ctrl+Y
See below for a demonstration
Extrude expands a flat surfure by 1 block when right-clicking and shrinks a flat surface by 1 block when left-clicking
See below for a demonstration
Erase allows removing a box-region (with left click) or 128 connected blocks of the same type (with right click)
See below for a demonstration of both modes
Setup Symmetry allows you to position and configure a 'symmetry node'. Once the node is set up, you can use the 1-9 hotbar hotkeys to switch back and start placing blocks with symmetry.
Begin by placing a node with right click
Add a 'flip modifier' using Ctrl+F
Add a 'rotation modifier' using Ctrl+R
The node can be removed at any time by pressing Delete/Backspace. The node can also be temporarily disabled by simply removing all the flip/rotation modifiers
Multiple modifiers can be used at the same time to achieve more complex symmetry
See below for a demonstration
This chapter covers Capabilities, toggleable features which can enhance your building workflow.
The Capabilities that are currently available are:
- Bulldozer (break blocks fast)
- Replace Mode (replace blocks in the world)
- Force Place (bypass block placement restrictions)
- No Updates (prevent block updates when placing/breaking)
- Tinker (various useful interactions when right-clicking with an empty hand)
- Infinite Reach (removes the reach limit)
- Fast Place (place blocks fast)
- Angel Placement (place blocks mid-air)
- No Clip (move through blocks while flying)
Capabilities can be toggled using the left side of the Context Menu
Additionally, keybinds can be associated with capabilities to quickly toggle them. By default, only the Replace Mode has a keybind (R), but more can be added in the vanilla controls menu (Esc > Options > Controls)
The Tinker capability has various features related to right-clicking with your fist on blocks. Tinker often can be used in place of the debug stick, being slighty faster compared to the debug stick's clunky interface but sometimes lacking the ability to change some non-visual properties.
Aiming at specific parts of a block can change the effect of the tinker. This lets you quickly change full blocks into stairs, stairs into slabs and vice versa. It also lets you easily adjust walls/fences to create states that Minecraft normally doesn’t allow.
Tinker interactions can be negated while the capability is toggled on by either having a non-empty hand or by holding down the sneak or ‘shift’ button.
|Blocks with full/stair/slab variants
|Convert between full/stair/slab by adding/removing corners
|Cycle WallSide (none/low/tall) of targeted side
|Toggle north/east/south/west sides
|[Side] Change facing, [Front] Extends/retracts the piston
|[Side] Change facing, [Front] Toggles lit state
|Carved Pumpkin/Jack O Lantern
|[Side] Change facing, [Front] Swaps between the 2 blocks
|[Side] Change facing, [Front] Opens/closes
|Open/closes the block
|Cycles between the 4 blocks
|Toggles bamboo leaves
|Cycles fluid level
|Cycles compost level
|Cycles honey level
|Any block with 'Age' property
- Right-clicking with Moss Block on cobblestone/stone converts the block into its mossy variant
- Right-clicking with Shears on removes mossy
- Right-clicking on a pot with a plant replaces the plant inside the pot
The No Updates capability ‘freezes’ blocks and adjacent blocks in their current state and prevents shape and neighbour updates when breaking or placing blocks nearby.
This is useful when working with "non-vanilla" states of stairs/fences/walls/etc. which would normally revert to their vanilla state when breaking/placing blocks near them.
The Force Place capability bypasses normal placement restrictions.
- Blocks which normally need to be attached to solid blocks can be placed in mid air
- Blocks can be placed inside entities (including yourself)
- Plant blocks no longer need to be placed on farmland
- Blocks can be placed regardless of light level
- And much more!
Force Place is best used in combination with No Updates in order to ensure illegally placed blocks don't break when updated. You may also need to disable random updates with /gamerule randomTickSpeed 0
The Replace Mode capability allows you to right-click to replace the targeted block with the held block. This allows you to easily replace a large amount of blocks by holding the right-mouse button.
Additionally, when you replace a block, the newly placed block will inherit the properties of the old block.
A basic demonstration of Replace Mode can be found below
Type Replace can be toggled on through the Options Toolbox in the Alt Menu. Turning this on allows you to hold a base material block (eg. Spruce Planks) to replace stairs/slabs/walls/fences/etc. with their spruce variant
A demonstration of Type Replace can be found below
The Bulldozer capability allows you to break blocks very quickly after an initial warmup period by simply holding down the left mouse button. The warmup period is intended to prevent accidental mass destruction.
The Editor Mode includes a large variety of tools and operations for large-scale world manipulation, painting, terraforming and sculpting. The Editor UI has been designed specially for this purpose, combining camera controls from conventional 3D software with powerful tools tailored for Minecraft building. The layout of the Editor UI can be customized by rearranging and docking the windows to your liking.
The Editor UI can be opened/closed by pressing Right Shift (not Left Shift)
Most of the keybinds in the Editor UI are similar to other editing programs, namely:
- Cut: Ctrl+X
- Copy: Ctrl+C
- Paste: Ctrl+V
- Undo: Ctrl+Z
- Redo: Ctrl+Y
The default camera controls are:
- Rotate: Left Click
- Arcball Camera: Ctrl + Left Click
- Pan Camera: Ctrl + Right Click
If you wish to invert the left click rotation, toggle Help > Keybinds > Invert Camera Rotate
Other keybinds can be found in Help > Keybinds, where they can also be rebound
If you'd prefer a default key layout reminiscent of Blender, use Load Default > Blender-like
The main menu bar gives users access to crucial functionality of the mod. Here you can find menu items for accessing windows, manipulating selections, performing operations and viewing helpful information.
|Reverses the most recent action
|Reverses the most recent undo
|Removes the selection and stores it in the clipboard
|Copies the selected item to the clipboard
|Saves the current selection as a blueprint for later use
The Select submenu lets users perform a variety of functions related to selections.
|Clears the current selection
|Selects blocks within the current selection that match the chosen block
|Expands the current selection by a specified number of blocks
|Shrinks the current selection by a specified number of blocks
|Distorts the current selection with simplex noise by a specified radius and distance. Radius is the scale of the noise and the distance is the amount it gets distorted by
|Applies a Gaussian blur on the selection to smooth out the selection. StdDev is the intensity of the smoothing operation and the threshold is the ‘cut-off’ of how much input weight is needed to affect the output
|Creates a cuboid selection around the furthest points of the selection, encapsulating the entire selection
The View submenu lets you configure options related to viewing and rendering certain elements in your world.
|Create a new View
|Lets you toggle the rendering of your selections
|Enables the biome overlay1
|A slider ranging from 0 to 1. This lets you change how dark unlit places look in your world. A value of 1 means all blocks are fully lit, this is also known as fullbright
|A slider ranging from 0 to 1. This lets you change the opacity of transluscent2 fluids to make it easier to look through. A value of 0 will make the fluid invisible
|Show Key Presses
|This shows your inputs including mouse clicks on the bottom right of the viewport. This is useful for making tutorials.
Be aware that biomes in Minecraft are defined in a 4x4x4 grid. However, in order to make biomes feel more natural, vanilla warps the biomes visually. The biome overlay shows the "real" position of biomes, while biome blending and the f3 screen show the "warped" position of biomes.
Lava and other non-translucent fluids (if the game is modded) are not affected by opacity due to performance and mod compatibility concerns.
The Create submenu lets you make geometric shapes with your active block. Since these shapes are computed mathematically, they can adjust to any angle and transformation, giving you a lot of control over their look. When you 'place' these objects, you can use the gizmo to reposition them and rotate them at arbitrary angles.
Each shape lets you tweak their XZ or XYZ dimensions, as well as having a toggle for individual sliders. In addition to controling rotation using the gizmo, you can also input specific angles for yaw, pitch, and roll in the 'advanced options' dropdown. Plus, there are options for making the shapes hollow, placing only the outer layer.
The current available shapes are:
The Operations submenu has a lot of features for modifying the selected part of your world
|Fill a selection with the chosen block
|Fills an area with the closest neighbor blocks, useful to repair areas or fill in gaps
|Replace specific blocks in the selection with the chosen block
|Sets the selection to the chosen biome
|Drains an area of all fluids, including waterlogged blocks
|Floods an area with water, including turning waterloggable blocks into their waterlogged counterpart
|Simulation > Gravity
|Gravity simulation makes all blocks with air below 'fall' as if they were affected by gravity
|Analyzes the blocks in the selection, giving information on counts and distribution
Clear and open the tool mask editing window. See Tool Masks
The Windows submenu lets the user toggle the visibility of important windows. If you ever close a window and want it back, this submenu allows you to reenable it.
The Help submenu contains useful information and configuration options.
Users can configure keybinds, find useful links to Axiom related resources and view this documentation.
A selection can be copied to the clipboard using Ctrl+C.
With blocks in your clipboard, you can paste back into the world by hovering over the desired location and pressing Ctrl+V. Pasting like this will initiate a Placement (see below).
The clipboard can be cleared by right-clicking the icon and choosing the 'clear' option. Left-clicking the clipboard opens up the Blueprint Browser.
Placements can be repositioned and rotated using the Gizmo.
Once the placement is in the correct position, you can use Enter or Ctrl+V to confirm it. To cancel a placement, use the Delete key.
Tip: The placement can be rotated clockwise using the Ctrl+R keybind, and can be flipped in the direction of your mouse vector using the Ctrl+F keybind.
A Selection is a set of highlighted blocks that affect the functionality of other systems.
There are three selection tools in Axiom that you can use to make selections. Each of these tools feature several options to further finetune what and how you might want to select something. See Selection Tools for more info.
With a selection, you can constrain the brush strokes of Tools (note: some more complex tools don't respect selections yet, this will be addressed soon).
You can also apply Operations to the blocks in your selection.
Finally, to clear a selection, use 'Select > Clear' or press the Enter key
Gizmos are a common UI element which allows positioning within the 3D world.
A gizmo can contain the following elements:
- Axis Arrows These coloured arrows correspond to the Cartesian coordinate system, otherwise known as XYZ coordinates. The red, green and blue arrows allow the gizmo to be dragged along the X, Y and Z axis respectively.
- Center Node The center node can be clicked and dragged to move the gizmo on all 3 axis. While dragging, the gizmo will maintain the same distance to the camera.
- Rotation Rings Some operations like placement or shape placement will add a rotation ring to the Gizmo, allowing you to perform rotations in addition to translations. The rotation ring can be grabbed and drag to rotate the object around that axis.
Blueprints are a system for saving and loading prefabricated assets. They are similar to schematics, but with a different structure optimized for searching and viewing.
A Blueprint can be created by having content in your clipboard and pressing Ctrl+P. This brings up the Create Blueprint menu. In here you can do a few things, you can name your blueprint, add authors, tags and rotate your blueprint to generate a thumbnail to easily recognize it later.
Authors, tags and names are all ways by which you can easily look up blueprints later. For example by searching the tag ‘tree’ or ‘structure’ you can find all blueprints that include that tag. There are a couple dozen default tags that Axiom ships with in order to cover a wide array of possible blueprints but if those don’t quite cover your needs you can always create your own tag by clicking the ‘+’, entering the name and clicking the ‘Create Tag’ button inside the ‘Add Tag’ menu.
When you save a blueprint a file system dialog opens up native to your operating system. This confirms the name you want to give to the blueprint and lets to save it as a .bp file on your local computer. This means that you can easily create blueprints in one world or server and then use them in another world without having to deal with messy import or export schemas. The files themselves are stored in your .minecraft folder under
The blueprint files themselves can be sent to others who can then also use them in Axiom if they place the files in the designated file location. The blueprint folder supports nested directories as well, meaning that you can for example, put all your trees in one folder under the blueprints folder.
Once you have Blueprints, you can view them in the Blueprint Browser. You'll be able to see thumbnails for all of your blueprints, as well as perform searches or filter by tags. Clicking a blueprint will 'open' it and place the blocks into your clipboard.
Views are a system for keeping track of multiple named locations in your world, giving you the ability to swap between locations (even across dimensions) easily.
A new view can be created in the View submenu or by clicking on the ‘+’ button next to the ‘Main’ view above the game window in the Axiom Editor UI.
Views will keep track of your last position and teleport you back to that location when you switch back to the view. If you want to make sure the view stays at the correct location, you can turn on Pin World and Pin Location options. Pinning the location will make it so that you always teleport back to the pinned spot when you switch to the view.
Tip: If a location is pinned, you can teleport to the pinned location simply by clicking the view tab again, even if the tab is already selected
Tool Masks empower users to set up rules for tools, applying their effects only when certain conditions are met. Leveraging boolean logic, Tool Masks allow users to specify block conditions across a variety of scenarios, such as affecting only blocks with air above them or a particular type of block beneath. These rule configurations, known as 'Rule Blocks', can be easily arranged in the tool menu via a drag-and-drop interface, providing a user-friendly alternative to scripting languages. The configuration of your mask is displayed as a string at the top of the menu for easy copying, sharing, and saving. The mask logic generates a boolean output, signifying either 'true' or 'false'.
The conditions fall into two main categories: Logic and Masks.
Any The 'Any' condition enables any rules within this block to take effect. For example, when selecting multiple blocks to mask, select 'any' block that matches grass_block or stone.
All The 'All' condition requires all rules within this block to apply. For instance, if you want to select a block that has air above and dirt below it. However, conflicting rules won't function in the same 'All' block, meaning you can't have two 'block =' masks or two 'above =' masks simultaneously. But, it's possible to nest another 'Any' block inside.
Not The 'Not' condition reverses the rule outcomes, making them true only when the original conditions are not met. For example, setting the rule 'above = air' within a 'Not' block selects all blocks that do not have air above them.
Combining these logic conditions allows for a broad range of expressions in masks, enabling you to select almost all blocks meeting specific criteria.
Masks are conditions that depend on the target's state or the surrounding blocks' state.
- Block The 'Block' mask returns true when the target matches the specified block or block state.
- Y The 'Y' mask returns true when the target aligns with the given condition relating to the block's Y coordinate level. There are several conditions for the Y mask which can be modified by clicking on the '=' sign.
- In Selection The 'In Selection' condition returns true when the target block is within the user-defined selection area.
- Above The 'Above' condition is true when the block directly above the target block matches the specified block or block state.
- Below The 'Below' condition is true when the block directly below the target block matches the specified block or block state.
- Near The 'Near' condition is true when any of the blocks in the 3x3 area (26 blocks) surrounding the target match the specified block or block state.
- Neighbor The 'Neighbor' condition returns true when any of the six blocks directly adjacent (up, down, north, south, east, west) to the target match the specified block or block state which allows the mask to check the immediate vicinity of the target block.
Some tools use the block specified in the Active Block window. This includes most of the painting and drawing tools.
Blocks in the Editor UI can be drag-dropped on different locations to various effects:
- Into other UI elements (eg. tool mask) to quickly copy the block over
- Into the main viewport to fill the targeted selection (similar to Ctrl+F)
- Into the main viewport to flood replace the targeted block with the dropped block
The Active Block can be quickly set using 'pick block', which is bound to middle-click by default.
The Target Info window shows information of the block targeted by your mouse in the Editor UI.
The window contains:
- The block you’re hovering over.
- The position of that block in the world.
- The biome at that position.
- The distance from your camera to that position.
The History window shows you an overview of how many and what operations you just performed. It serves as a visual aid to assist in performing undo (Ctrl+Z) and redo (Ctrl+Y) operations.
Tip: You can left-click history elements to rewind to that point, or right-click to point your camera towards the center of the edit.
The World Properties window lets you change certain properties and vanilla behavior about the world. This is freely accessed in single player worlds but permissions need to be granted on multiplayer due to the significant impact that these might have for those sharing a world with others. See below for the various world properties you can adjust.
The Time submenu lets you change things about the time in the world. You can freeze the time in the world, use the slider for a specific time or use a preconfigured time by pressing the designated buttons.
The Player submenu lets you adjust properties relating to the player entity:
- Player Invulnerability Prevents all forms of death, including void damage and /kill.
- Trample Farmland Disabling this property prevents farmland from being trampled.
- Mob Spawning This property corresponds to the vanilla "doMobSpawning" gamerule.
The Blocks submenu lets you adjust properties relating to blocks in the world
- Block Drops Disabling this property will prevent all drops from blocks, including items when breaking inventory blocks like chests.
- Block Gravity Disabling this property will prevent gravity-affected blocks like sand and gravel from falling.
- Fire Tick This property corresponds to the vanilla "doFireTick" gamerule.
- Random Tick Speed is a slider which corresponds to the vanilla "randomTickSpeed" gamerule. Setting this to 0 will disable random ticking.
Axiom presents a rich set of tools for real-time, precise manipulation of your Minecraft world. These tools are readily accessible in the top layer of the 'Tool' window. Additionally, the 'Tool Options' window offers further configuration possibilities. Each tool comes with its unique settings that can dramatically change its functionality and impact. We encourage exploration and experimentation as it can lead to unanticipated yet fascinating or beneficial applications of these tools.
Note: By ctrl clicking on a slider, you can manually input a value that exceeds the default parameter limits. Use this feature with caution.
Most tools used to manipulate the world use a format known as ‘brushes’. Brushes let the user click and drag in the world with a predefined shape in order to gather blocks to include in the brush’s path. You can select the shape of the brush in the dropdown menu. The default shape is a sphere.
You can choose from a sphere, a cube or an octahedron.
This section covers selection tools and their options. An option that is generic to all selection tools a concept known as boolean operations. The default option is ‘add’
|Adds the selected area to the current selection
|Subtracts the selected area from the current selection
|Replaces the current selection with the selected area
|Selects only the area that overlaps with the current selection
Note: At very large scales non-cuboid selections become less performant due to the complexity in keeping track of the entire region. If you need to perform an operation on a very large area it is recommended to use a cuboid selection and encompass the entire build.
The Box Select tool allows you to create cuboid selections. To start, click and drag between two points. The selection can be further refined by repositioning the 3 Gizmos.
If you want to select between two known coordinates instead, these coordinates can be entered into the tool's options.
The Magic Select tool is a powerful selection tool which improves the building process immensely if used correctly. With a single click on a block type, the Magic Selection tool swiftly selects all adjacent blocks of the same type, streamlining the selection process.
The tool features the following options: The Compare option mode lets you select the types of blocks that it can select adjacent to the original block. The default mode is ‘Block’
|All blocks of the same type including all blockstates.
|All blocks of the exact same blockstate as the target block.
|Any block that you cannot pass through. For example stone, glass panes, etc. Not flowers, water, etc.
|All blocks directly adjacent including non solid blocks except for air. This causes it to ‘stop’ once it reaches air.
The Limit option is a slider which can be configured to set how many blocks it should select in total. The magic select algorithm works by expanding outwards from the centre block to form an octahedron. Increasing the limit simply lets you select more blocks. The default limit is set to 100,000 blocks but can be set to any arbitrary limit.
The Range option is a slider which lets you set how far the algorithm should look for any adjacent blocks. This lets the tool ‘jump the gap’ between two blocks. The range simply represents how far it can look before cutting off. For example a bushy tree might have two or more blocks of air between it’s leaves and logs. This lets you select all the leaves that are on the tree regardless of the fact that there are air blocks between two branches with leaves.
The Surface Only option is a toggle which makes the tool only select the blocks on the surface of the selection or, equivalently, all blocks adjacent to air or the ‘outside’.
The Freehand Select tool allows you select spheres, cuboids and octahedrons with a brush stroke. It's rather basic, but it can be helpful to select strange parts of a build that might be difficult to select otherwise.
Painting tools enable you to 'paint' over blocks, i.e., replace existing blocks in the world based on the chosen tool, rather than adding new ones. Axiom offers a range of painting tools, each with unique configurations for fine-tuned block editing.
The Painter is the most basic painting tool. It allows you to paint blocks with a single type using a brush stroke.
The Mask Surface option allows only painting blocks which are adjacent to a non-solid block.
The Noise Painter is a very versatile painting tool which enables the user to use procedural noises for painting in the world. There is a large variety of noises which can be picked from and configured. Each of which having unique options and patterns useful in different scenarios.
The first unqiue option is the toggle for the ‘3D’ setting. This allows the noise to be calculated in 3D, allowing for the painting of the sides of surfaces instead of just the top.
Next, we have the scale option, which adjusts the size of the noise relative to the block grid. A larger scale means that the noise pattern is spread over a larger area of blocks.
There are a few shared settings across the different noises. The common options between these noises are listed below, with sepcific settings for each noise described in their respective sections.
- Octaves: This setting determines the number of layers of noise that are used. More octaves result in more detail and complexity but comes with a higher computational cost. Lacunarity and Gain can only be configured when you have more than one octave for your noise.
- Lacunarity: This influences the ‘frequency’ of each octave. A higher value increases the frequency, leading to smaller features in the noise pattern.
- Gain: This controls the amplitude of each octave. A higher value will increase the influence of each successive octave. A lower value will make effect of the octavation more subtle.
- Seed: The seed value is used to initialize the noise generation algorithm, providing a starting point. Different seeds produce different noise patterns, but the same seed will always produce the same pattern. Keeping the same seed is useful for when you want to continue a pattern rather than starting a new one.
- Jitter: This value controls how uniform the cellular noise appears by limiting how much the seed points can move off their starting grid arrangement.
A value of 0.0 will return a perfectly uniform grid pattern, 1.0 returns a minimally uniform pattern.
Applicable only to the cellular noise types Voronoi Edges, Worley, and Metaballs.
Simplex noise generates a smooth, continuous pattern that often resembles a hilly or wavy terrain when visualized.
Simplex noise is an improved version of Perlin noise.
Worley noise, also known as cellular noise, creates a pattern that looks like irregular cells or Voronoi diagrams, with each 'cell' having a distinct point of intensity and fading out towards its borders.
- W1: This is the weight of the distance of the closest voronoi point.
- W2: This is the weight of the distance of the second closest voronoi point.
- W3: This is the weight of the distance of the third closest voronoi point.
The interplay between W1, W2, and W3 values significantly affects the Worley noise outcome. For example, if W1 is high and W2 and W3 are low, the pattern will have clearly defined, irregular cells. But if W1, W2, and W3 are all high, the pattern will be more complex and interconnected, as it's influenced by multiple nearby points.
This type of noise specifically accentuates the edges or boundaries between the cells formed in Voronoi diagrams, resulting in a grid of interconnected lines or a 'cracked' appearance. This is useful for making things like cracks, stone tiles, etc.
Metaball noise creates a pattern that looks like overlapping blobs or spheres, with smooth transitions between these 'blobs'. Similar to the patterns of blobs in lava lamps.
- Range: Adjusts the radius around each point that influences the noise. A larger range results in larger, more spread-out blobs, resembling a pattern more reminescent of the aforementioned lavalamp blobs.
White noise generates a completely random pattern with no discernible structure, looking like static on an old television screen.
The section beneath the noise configuration allows you to specify the blocks used in painting, as well as determine their distribution within the noise pattern. You can adjust the block distribution by setting a threshold between 0 to 1 or specifying a per-block percentage from 0 to 100%. The threshold setting is particularly useful when you're tweaking parameters for complex noises like Worley.
Clicking the '+' sign adds a new block. Clicking on an existing block allows you to select and add different blocks to your noise pattern. You can also drag and drop palettes and active blocks onto the blocks section.
Lastly, beneath the settings, there are three windows to aid in visualizing the noise pattern, cumulative distribution, and probability density:
- Noise Preview: As the name suggests, this provides an approximation of how the current noise settings would look, mapped to the voxel grid. It uses a grayscale representation to depict block presence, with white denoting the primary block and the color darkening as more blocks are added. Black signifies no blocks.
- Cumulative Distribution and Probability Density Visualizers: These tools are especially useful when you've set the Blocks mode to be threshold-based. They help illustrate how the blocks will be distributed within the noise pattern. The Cumulative Distribution Visualizer provides a graph showing the cumulative percentages of different blocks as the noise threshold increases from 0 to 1. The Probability Density Visualizer gives a sense of how likely each block is to appear at a given noise value. It can help you understand and fine-tune the balance of blocks in your noise pattern.
The Biome Painter is similar to the Painter tool, except it paints biomes instead of blocks. Biomes in Minecraft are represented by a 4x4x4 cell of blocks stopping at world height. Though biomes are stored in cells, they are altered in the rendering to make their shape irregular.
You can select any biome from the dropdown, including modded biomes sent to the client.
The Fill Vertically option fills the entire span of the world height when enabled, allowing users to quickly paint the entire column.
The Visualize Biome toggle is on by default and shows the 'real' position of biomes in the 4x4x4 grid.
The Clentaminator is a set of predefined painting tools that typically have complex set of predefined placement rules which don’t fall under other cateogories. Due to this they often use advanced algorithms to produce interesting patterns but are more specific in which cases they can be used.
The clentaminator lets you configure the brush to define the stroke path, just like other tools. Other than that it has two other options which can be toggled and configured. Terrain and Decorations. They can be mixed and matched to provide a wide range of customization.
These clentaminator presets affect solid blocks in your brush stroke
The Stone Terrain preset is a very simple terrain tool, just setting the base to only stone.
The Grass Terrain preset naturalizes the terrain by making the top layer grass blocks followed by 3-4 layers of dirt and any terrain below that being set to stone.
The Sand Terrain preset makes a desert terrain by making the top 4-5 layers sand and blocks below that being set to sandstone.
The Dirt Ground Terrain preset uses a wave function collapse algorithm to make a pattern of dirt with mixed in blotches of dry mud and coarse dirt to make a quick and easy floor for things such as forest floors, paths, etc.
The Gravel Ground terrain preset uses a wave function collapse algorithm to make a pattern of stone mixed in with blotches of gravel and cobblestone to make a quick and easy rough rocky pattern, useful for mountain gravel slides, paths, etc.
The Fertile Ocean Floor terrain preset uses a mix of layered voronoi as well as cellular noise patterns in order to create a varied look of an ocean, swamp or riverbed floor in ‘fertile’ water areas such as mangroves near oceans, swamps, river deltas/mouths, etc.
These clentaminator presets affect non-solid blocks, often intended to be placed on top of existing terrain to help enhance the aesthetics.
The Clear decoration preset isn’t a ‘nothing’ brush, instead it can be used to clear other decorations found in the natural generation or placed by other clentaminator presets. Useful to create something like a clearing in a forest for example.
The Grass decoration preset uses a perlin noise to randomly disperse dense plots of grass in a pleasing pattern in order to quickly decorate a plains biome, edges next to paths, etc. When selecting the grass decoration preset two new sub-settings appear:
- A grassiness slider ranging from 0-1 (uncapped but going above 1 has no effect) to denote how ‘grassy’ an area should be. The closer to 1 the more grass there is.
- An ‘Allow Tall Grass’ toggle which lets the perlin noise’s most dense areas use tall grass. This creates the appearance that grass gets more dense the further in you go which can be useful for more wild areas.
The Gradient Painter tools allows you to paint gradients using multiple blocks.
To use, click on pos1 and you will see a line appear. Click and drag to paint from pos2.
The Mask Surface option allows only painting blocks which are adjacent to a non-solid block.
You may select the type of gradient to be either spherical or planar.
As you can see, for the "Plane" option, the gradient goes from pos1 to pos2 in one direction. For the "Sphere" option, The gradient radiates from pos1 to pos2, with pos2 being the radius, and pos1 being the center(i.e. starting point)
You may select the type of interpolation to be used: Nearest, Linear, and Bezier. See the difference below:
In order from top to bottom: Nearest, Linear, Bezier.
Look up the curves to see how it is calculated specifically but in essence, nearest gives you hard boundaries between each block type. Linear gives a smooth transistion as the name implies, and Bezier has a more rapid change in the center, and eases in/out. The effect is more apparent with larger gradients.
You may select between no locking, locking only pos1, and locking both pos1 and pos2.
No locking makes it so that the start and end points of the gradient change with every stroke
Locking only pos1 makes it so that the starting point of the gradient remains fixed even after you release the mouse button. However pos2 remains unfixed such that the length of the gradient can change freely.
Locking both pos1 and pos2 makes it so that the gradient's start and end points remains fixed, and you can use multiple strokes to cover the same area with the same effect.
To unlock the points select locking to "none".
If this option is enabled, the gradient will be applied in such a way that it doesn't extend beyond pos2.
Drawing tools are used to sculpt the world, adding or subtracting mass in a way similar to the sculpting tools found in other 3D software. Each tool uses unique placement algorithms, allowing for varied effects. Axiom provides a wide array of these tools, each one equipped with specialized configurations for precise block editing.
The Freehand Draw tool is the most basic sculpting tool. Its only options are standard brushes, and it changes the blocks in the brush path to the currently selected active block.
The Sculpt Draw tool is a powerful sculpting tool to change shape your terrain and organics. It uses the direction the surface is facing (the surface normal1) to determine what the peak of the shape should be. Instead of utilizing the active block, the Sculpt Draw tool pulls out existing blocks from the surface. Various settings are available to finetune the tool's sculpting behavior:
- Radius: Unlike other brush tools, the radius in the Sculpt Draw tool influences not only the size but also the shape of the sculpted form. Larger radii result in more spherical or ovoid forms, while smaller radii create parabolic shapes.
- Strength: This setting determines the intensity of the sculpted shape. The strength slider, ranging exponentially from 0 to 5, can be overridden for higher values. Given the tool's surface-normal approach, different strengths can yield a wide variety of results. This makes it versatile for creating structures such as overhangs, spiky formations, or naturally eroded patterns that seamlessly integrate with existing structures.
- Invert: This option toggles between adding to or subtracting from the surface, useful for carving out erosion paths or whittling down organic structures to create natural-looking strokes.
- Mask Y: When enabled, this setting causes the tool to only add mass along the Y-axis. This results in a more gradual change rather than abrupt protrusions, making it ideal for shaping the top surfaces of structures in a natural manner.
- Denoise: This option applies a denoising algorithm to smooth the shapes drawn by the Sculpt Draw tool. Generally, it's recommended to keep this setting on to enhance the tool's natural look. However, if you desire a rougher, rockier surface, you can disable this option.
The surface normal is a concept from geometry. In simple terms, it's the direction that a particular surface is facing. For example, if you were standing on flat ground in the real world, the surface normal would be straight up. If you were standing on a slope, the surface normal would point out at an angle.
The Rock tool is a noise-based sculpting tool useful for making rock-like terrain and shapes. It can be used for both individual rocks and boulders as well as making surfaces look more rocky and rough. It uses several parameters that change how rocks form in general as well as in relation to the surface they’re placed on. It uses the active block to determine the palette. Various settings are available to finetune the tool’s sculpting behavior:
The noise settings lets the user configure how random and rough the rocks created by the sculpting tool should be. There are several settings that can be adjusted to change the noise’s behavior.
The noise radius is a setting that determines the 'scale' of the noise-induced modifications. A larger noise radius implies a broader impact zone, affecting more blocks, which in turn forms bigger, blob-like configurations that are typically more rounded and smoothed out due to the wider distribution of changes. On the other hand, a smaller noise radius, which affects fewer blocks, will result in more refined and jagged alterations, constrained by the voxel grid size.
The ‘Noisiness’ slider affects how ‘noisy’ or random the sculpted blocks will be. A higher level of noisiness yield more random and blobby looking rocks. A lower level of noisiness yields more smooth spherical rocks. Combined with the noise radius and other factors this can impact how rough the rocks’s final appearance will be.
The Noise Field Seed lets you enter a seed should you want to continue a pattern that you previously used or reuse after playing with parameters, by default it is randomized on every stroke.
The smoothing settings affect how much the rocks produced by the previous settings get smoothed out in order to create a more coherent and unified looking rock shape rather than being floating blobs.
The Smoothing Standard Deviation settings let you set the strength of the Gaussian blur applied to the tool. The default ranges from 0 to 5 but can be extended beyond the cap. 0 being equivalent to having no smoothing applied, 2 - the standard setting - being equivalent to having roughly ~4 blocks of range of smoothing and 5 being very smooth with a range of roughly ~10 blocks of smoothing.
The Meld strength is a feature that lets you determine how strongly a rock should be melded or belnded together with the existing blocks of the world. This causes rocks to smooth out more near the edges of the brush in order to ease out the jagged edges that a rock might otherwise have. The default ranges from 0 to 3 but can be extended beyond the cap, 0 having no melding applied and just being placed at the surface, 3 being a strong melding affect. The meld strength is also affected by smoothing, with more smoothing causing ‘melded edges’ to be more finely smoothed into the existing blocks.
The Weld tool is a tool that uses a Gaussian blur to add on mass to a surface in a way similar to how using a welding machine with filament would add mass to an area. It can be used to make seams between harsh edges or to flare out the land mass from an existing area onto a flat surface in a seamless blend. It uses the active block to determine what blocks to place. It is partially configured using the brush settings and has a few more settings that change the algorithm in specific ways.
The Smoothing strength can be adjusted to make smoother welds, a higher smoothing setting means that the tool will need a lower threshold to operate as they constrain each other. Generally a higher smoothing strength will also increase the size of the affected area.
The Smoothing threshold can be adjusted to make it harder for the tool to affect a given area. This makes it possible to constrain the tool in a way that helps to create more natural flares and seams into existing builds.
The Melt tool is a tool that uses a Gaussian blur to subtract mass from a surface. The best way to describe it is being the opposite of the Weld tool. Rather than flaring out edges or filling in seams it can be used to melt into or carve away at surfaces in a way that blends in with the existing terrain to make things like erosion patterns. It is partially configured using the brush settings and has a few more settings that change the algorithm in specific ways.
The Smoothing strength can be adjusted to make smoother melting paths, a higher smoothing setting means that the tool will need a lower threshold to operate as they constrain each other. Generally a higher smoothing strength will also increase the size of the affected area.
The Smoothing threshold can be adjusted to make it harder for the tool to affect a given area. This makes it possible to constrain the tool in a way that helps to create more natural looking carvings and erosion patterns.
The Text tool lets the user write text with any True Type Font or .ttf file font in the world. It can be configured to have a smaller or larger font scale
Just write the text desired into the ‘Text’ field and right-click to place it in the world with a gizmo.
Note: As of Axiom-b0.97, the text tool is unfinished and provided for demonstration purposes only. Thank you for your understanding
Heightmap tools are used to affect areas in a ‘2D’ way. This works by adding or removing height one layer at a time in the same way that heightmap-based tools like World Machine or World Painter do.
The simplest heightmap tool is the Elevation tool. It is used to simply raise or lower an area within your selection one layer at a time. For the time being the brush options only let you configure a cylindrical shape from which the Radius and the Height of the brush can be configured. These are pretty self explanatory where the height setting affects the y range in which the blocks are affected and the radius is the size of the heightmap.
The Sharpness setting lets you change the behaviour of the aforementioned curvature and falloff. Increasing the sharpness makes the edges sharper/more flat.
Then there are the raise and lower modes. This affects whether the brush will add or remove blocks from the world.
The Slope tool is a heightmap tool designed to easily create a ramp or slope between two points, with its function differing slightly from other heightmap tools. In order to start a slope you have to click once to set the target position and then you can drag-click from anywhere else to start drawing a slope between those two points.
On the initial click, a triangle appears displaying details such as height disparity, slope angle, and Euclidean distance between the two points. When you hold down the right-click and drag, a grid plane visible around the initial point of the slope shows the slope's exact angle and provides a rough image of what the final slope will look like.
As for configuration, brush settings allow you to manipulate the height and radius. The sharpness function, similar to other heightmap tools, manages the curvature of the slope at points above and below the tool.
Two modes are available: Plane and Cone. Plane mode operates on a flat surface, whereas Cone mode functions within a spherical region centred on the initial point. The cone's orientation changes depending on whether the target point is above or below your current aim.
However, be cautious when creating a large slope as it may induce lag. For very large slopes, it is suggested to handle smaller areas at a time.
The Manipulation tools are a series of tools aimed at changing existing terrain into a more desired shape or form. For example, after having made a mountain or cliff somewhere and then using these tools to help refine their shape by means of smoothing, roughening, distorting, etc. Each tool has a pretty different effect on the world and common to use these tools intermediately between tools that add more mass or sculpt the world more as well as in succession of other manipulation tools in order to get the most desirable outcome.
The Smooth tool uses a Gaussian blur to soften terrain. What sets it apart from other smoothing tools is that its algorithm maintains the same total block count within the brush stroke. Instead of adding or removing unnecessary mass, it attempts to spread blocks evenly across the chosen area based on the surroundings. This makes the brush more adaptive and precise, while also offering adjustable settings linked to this behaviour. The tool operates within the chosen area as defined by the brush settings, but remember that the blurring kernel also considers the surroundings of the selection.
The Smooth Strength controls the degree of terrain smoothing. By default, it's set to 2, which provides a pleasant smoothing effect. Lower strength is useful for refining areas with a lot of noise while preserving the overall shape. On the other hand, higher strengths blend and lump blocks together more drastically to achieve the smoothest shape possible.
The Modifiers, are settings related to smoothing behaviour. By default, the tool has a 100% Block Ratio in Stable mode. This means the tool will preserve all blocks (100%) and strive to keep things relatively unchanged during the smoothing process. If you increase the block ratio, it adds more mass, which is equivalent to the total number of selected blocks times the ratio. For instance, a 101% ratio means adding 1% more blocks, while a 99% ratio means removing 1% of blocks. For smaller areas, this allows precise tuning, while larger selections, due to their greater mass, will naturally grow or shrink more based on your settings. The Melt mode biases the removal of blocks and the Grow mode biases the addition of blocks to smooth the area. Combining these with the ratio allows for precise finetuning of the smoothing.
The "Fix edges" option, which is on by default, integrates the edge of the smoothed area with the existing terrain to avoid creating sharp contrasts. This makes the smoothed areas blend seamlessly with the rest of the terrain, preventing jagged edges.
The Distort tool uses a concept called ‘Domain Distortion’ with a Simplex noise in order to distort a given area. What this does in practice is making areas more bumpy. This can help to make flat areas have more depth and texture or be used to add some bumps and carvings into more refined terrain. It does this inside the brush stroke path which can be defined by the brush settings.
The distortion can be configured further to finetune how you want to distort the terrain. The scale sets the scale of the Simplex noise used to perform the domain distortion. This can be configured to larger sizes should the scale not be large enough. It can also be configured with the seed to use different or random seeds.
The distance of the distortion increases the range in which the noise distorts. A distance of 2 being an average of 2 blocks distance away from the target position. Due to to the fact that the noise is continuous the range can be set to non-full numbers in order to finetune the range, sometimes making larger dents or bumps appear as a result. A high distance will cause it to look more ‘severe’. These distances can be separated per axis by toggling the *Separate Axis button
The smooth edges option blends the edges of the noise into the existing terrain to avoid jagged edges and sharp contrasts from appearing between the distorted areas.
The Roughen tool is designed to create rugged or jagged edges in the terrain, essentially serving as the opposite of the smoothing tool. It works by "roughening" or making the terrain less smooth. It’s brush size can be configured to change the affected area.
The way it functions is by analysing how many faces (sides of the blocks) are currently exposed to the air and how many should be exposed after the roughening process. The amount of roughening applied to the terrain is determined by the "roughening ratio", which sets the proportion of change.
The 'Faces' parameter is a slider that ranges from 1 to 4. This determines how many sides (or faces) of a block will be exposed to air after the roughening process. If the value is set to 1, fewer faces will need to be exposed, leading to a more rugged look. On the other hand, if it's set to 4, less faces will need to be exposed, resulting in a highly irregular, rough appearance.
The 'Roughening Ratio' is a separate slider that you can also configure. This determines the intensity or amount of the roughening effect, or how much the terrain will be transformed. A high roughening ratio will cause a drastic change, making the terrain appear substantially more rugged. A lower ratio, on the other hand, will apply a more subtle roughening effect.
The Shatter Tool is a tool that uses a Voronoi edges noise to shatter or add cracks to the terrain. The brush size and shape can be configured to change the affected area.
The shatter noise can be configured to have a larger scale, conversely making the cracks appear over a wider area. The width affects how big the cracks between the Voronoi edges are. A larger width means that the cracks will be wider. Toggling the active block changes the brush to use the active block rather than making the cracks with which can be used to make cracks with materials rather than removing mass from the world.
The noise can be configured to work in 3D, meaning the cracks will move in all 3 dimensions or several 1D configurations for each of the Cartesian coordinates. This will make the cracks only appear on that axis. It can also be configured with the seed to use different or random seeds.
The Extrude tool is designed to adjust the size of surfaces, either expanding or contracting them. When you click on a surface, the tool affects the entire face, causing it to either shrink or expand, based on the selected mode. It has a preset range limit set at 100,000 by default. This is done for the sake of performance and potential to extend beyond the render distance on large flat surfaces otherwise.
The tool also includes a "block compare" mode, which operates similarly to the block compare modes of the magic select tool. This mode determines which blocks the tool will affect. Options include all blocks, only blocks of the same type, blocks with the same block state, any solid blocks, or every block, providing a great deal of customization.
The Extrude tool also features a "displace" function. When activated, this function causes surfaces that are one block thick to move, rather than creating a copy or addition to them. This can be particularly useful when you want to reposition elements like walls or ceilings without altering their thickness.
The Ruler Tool is designed to measure the distance between two or more points in a world. You can add points to the world by right-clicking. Once you have selected two or more points, a line appears between the most recent point and the one before it. The rounded Euclidean distance, or straight line distance, is shown in the centre of this line. You can keep adding more points as needed.
When you check the tool options, you'll find more information about these points. What's shown depends on whether you've chosen two or more points.
Here's the information you'll see:
- Total Length (Euclidean): This is the straight-line distance from the first point to the last one, as if a bird flew directly there, not caring about the blocks in between.
- Total Length (Manhattan): This is the sum of the horizontal, vertical, and depth distances. In Minecraft terms, it's like how a player would travel: one block up, down, left, right, forward, or backward at a time.
- Minimum: The coordinates of the earliest point in the sequence of points.
- Maximum: The coordinates of the latest point in the sequence of points.
- Bounding Size: The size of the box needed to draw around all the points.
- Yaw (Only visible with two points): The yaw of the line between two points.
- Pitch (Only visible with two points): The pitch of the line between two points.
The path tool allows you create curves in 3d space using gizmos as nodes. Click on any point to create a gizmo. It will be automatically selected. Click
ctrl + z or the undo keybind to remove the currently selected gizmo.
You may select from Linear(Bresenham), Linear(DDA), Catenary, Catmull-Rom Spline, and Bezier curve.
This creates a straight line from node to node. Diagonal blocks are not filled in. You cannot change the radius.
This also creates a straight line from node to node. The diagonal blocks are filled in. You may change the radius.
This creates a line which has some slack. It dangles down from node to node. The diagonal blocks are filled in. You may change the radius.
There are two more parameters for this curve. You may invert it such that it is flipped upside down. You may also adjust the slack, a 0% slack is a straight line.
This type of spline is particularly useful for creating smooth paths. The spline passes through every node. The spline is also continuously smoothed between nodes evenly*.
A Bezier curve is formed by specifying a set of nodess that influence the shape of the curve. The curve starts at the first nodes, ends at the last node, and is influenced by the positions of the intermediate control points. The curve smoothly interpolates between the control points. The curve does NOT pass through all the nodes. The nodes other than the start and end nodes affect how the curve is shaped. Read more here
Looped: When enabled, this connects the first and last nodes, forming a loop.
This option allows you to override the block for that node. It forms a gradient between the connected node(s). If this option is not enabled, the active block is used by default, forming a gradient with that block.
This option allows you to override the radius for that node. When enabled, the radius will smoothly transition between each node, allowing you to create curves with changes in thickness.
Catmull-Rom Spline Easing
You may select between Linear, Slight, Quadratic, Cubic, or Quartic easing. Each easing looks different. This only affects the easing of the selected node.