Areas

Closed road voids and PCG

Areas Tab

Create, rebuild, and manage areas inside closed road networks, with presets, custom materials, PCG graph support, spline population, terrain alignment, and loop selection. The Areas tab helps turn empty or enclosed spaces in a road network into usable generated surfaces. Instead of manually modelling every island, verge, plaza, or car park surface, you can select a road edge, let Road Constructor detect the enclosed region, and then create an editable Area from that boundary.

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What the Areas Tab Does

The Areas tab helps turn empty or enclosed spaces in a road network into usable generated surfaces. Instead of manually modelling every island, verge, plaza, or car park surface, you can select a road edge, let Road Constructor detect the enclosed region, and then create an editable Area from that boundary.

  • Use Areas when you want to fill an enclosed space inside, beside, or around connected roads.
  • Use Areas for car parks, grass verges, asphalt patches, concrete plazas, gravel zones, dirt areas, sand, crop fields, forest floors, paved footpaths, and custom surfaces.
  • Use the PCG Tools when an Area needs procedural decoration, population, or graph-driven content.
  • Use the Area Tools when an existing Area needs to be refreshed, rebuilt, or updated after changes to the source road network.

Main Areas Workflow

  1. Open Road Constructor and select the Areas tab.
  2. Press Select Edge.
  3. In the viewport, LMB-click a visible blue Area edge around a closed road void or enclosed boundary.
  4. If Road Constructor finds a valid enclosed region, use Create Area to generate the Area.
  5. If more than one possible loop is found, use Prev Loop and Next Loop to cycle through the available candidates before creating the Area.
  6. After the Area is created, select it in the viewport or Outliner to adjust its settings, apply materials, rebuild it, or add PCG content.

Main Buttons

Using Prev Loop and Next Loop

Connected road networks can sometimes contain more than one valid enclosed region. For example, a selected edge may be part of a central island, a larger outside loop, or a smaller neighbouring void. When multiple candidates exist, Road Constructor lets you preview and cycle through them before committing to the final Area.

  1. Select an edge with Select Edge and LMB-click the desired boundary in the viewport.
  2. Check the highlighted loop in the viewport.
  3. Press Prev Loop or Next Loop until the desired enclosed region is highlighted.
  4. Press Create Area once the correct loop is selected.

Editing an Existing Area

An Area can be selected again after creation. Once selected, the Areas tab can be used to adjust its preset, material, PCG graph, spline population settings, terrain behaviour, and rebuild state. Existing Area points can also be fine-tuned directly in the Areas workflow when the Area is selected.

  1. Select the existing Area in the viewport or Outliner.
  2. Use LMB to select Area points or editable boundary handles where available.
  3. Drag with LMB to reposition points and refine the shape.
  4. Change the Area settings, material, preset, PCG graph, or terrain options.
  5. Press Apply Area Settings to apply current settings to the selected Area.
  6. Use Rebuild Selected when the Area needs to regenerate from its current source or updated settings.

Area Tools

PCG Tools

The PCG Tools are used when an Area should drive procedural content. This can be used for ground decoration, scattered environment details, spline-populated meshes, or other graph-based setup depending on the selected PCG graph and project content.


Delete / Cleanup

The Delete / Cleanup section is for removing Area output that is no longer needed. Delete Area removes the selected Area. Use this carefully when an Area has already been configured with materials, PCG settings, or edited points.

Mouse and Viewport Controls

Area Settings

The Areas settings control the default behaviour and output style for new and selected Areas. These settings can be used to pick the intended Area type, choose custom materials, assign PCG graphs, control spline population, and decide whether the Area conforms to terrain.


Preset Materials

The Preset Materials section contains expandable preset blocks. These presets help assign suitable material and setup behaviour for common Area types without forcing the user to build every surface manually from scratch.

  • Default - general purpose Area setup.
  • Car Park - suitable for parking surfaces and vehicle spaces.
  • Grass Verge - useful for green roadside strips and soft edges.
  • Asphalt - useful for paved road-adjacent surfaces.
  • Concrete Plaza - useful for hard urban surface areas.
  • Gravel / Aggregate - useful for loose hardstanding, shoulders, service areas, and unfinished ground.
  • Dirt / Earth - useful for rural or unpaved ground patches.
  • Sand - useful for beach, desert, or construction-like areas.
  • Crop Field - useful for rural scenes and farmland surroundings.
  • Forest Floor - useful for woodland and natural environment edges.
  • Paved Footpath - useful for pedestrian paths and paved walkable areas.
  • Custom - use this when the Area needs a project-specific material, graph, or setup.