Using VoxTool

Compared to Voxscript, the VoxTool is able of producing more advanced 3D terrain, with caves and a higher palette. This guide requires that you have knowledge of a 3D program capable of exporting to OBJ, a mesh that works with it(can be produced with this video), texturing using said program and navigation of files.

For this guide we will be using Blender, a free program.

Difficulty : Advanced

Texturing the model
We will be starting with the model seen on the Figure 1. It is closed, and made up of triangles. To start, create an emissive material, as this will not be shaded. We then use the node system(As seen in Fig 2) to apply a texture. Adjust the "Scale" factors on the Mapping node until the image is at a good size. Take note how the texture is only applied from the top. To fix this, we will change the 2nd from top dromdown menu from "Flat" to "Box". This will project the image on the model 6 times like a box. You might notice sharp edges from this. This can be adjusted by using the "Blend" parameter on the Image Texture node. Once again, adjust the "Scale" factors on the "Mapping" node until the image is at a good size.

A second image
Most likely, your terrain is not a massive cliff. It contains dirt and grass. Let's change that. To start, insert a MixRGB node between the image texture and the Emission node. Connect the Image Texture to "Color1" if it is dominant and "Color2" if that is the opposite. Then create a Vertex Color map and connect a Vertex Color with the chosen map selected to the MixRGB "Fac" parameter. This should resemble the layout as seen in Fig 3.

Switch to Vertex Paint, and change the brush colour to black. In the "Paint" menu, choose "Set Vertex Colors". Switch the brush back to white. Now we can start painting. If you ever make a mistake, you can treat it as a happy little accident or change the brush colour to black.

A third image
While our terrain's beauty has been enhanced, maybe it could do with gravel or a river bed. This is simple! Just add more MixRGB nodes, and more texture setups, then repeat the above. Repeat this for more images.

Grass coverage
Most good landscapes have grass. To add grass, just use vertex color maps to add grass, you can add a texture to aid you and help see it better.

Generating the maps
The VoxTool takes 5 images that we will be using today. They are:
 * ColorMap(Color) - Terrain colour
 * MaterialMap - Material, specified
 * DisplacementMap - Adds extra texture to the terrain
 * CoverageMap - Grass coverage
 * ColorMap(Color) - Grass colour

To start, we go into edit mode, and select the entire terrain. Go into "UV" and press "Smart UV Project" keep the settings how they are, but you can change the Island Margin to 0.01 as seen in this video. Go into the Node Editor, and create 5 4096x4096 images using an Image Texture node for each(See Fig 4).

Baking basics
To bake, the render engine must be set to Cycles.