Height Points — Manual Vertex-Level Top Surface Control
Place height control points anywhere on a shape and drag them to sculpt sloped patios, mounds, and organic forms with precision.
Height Points mode is activated by selecting the Height Points surface preset (key 8) on any extruded shape. Once active:
- A handle appears at every corner vertex and every edge midpoint of the shape's top face
- Each handle shows a numeric label indicating its current height above the shape's base
- Dragging a handle changes only that vertex's elevation — surrounding vertices are unaffected
- The Inspector sidebar lists all points with exact numeric fields for precise entry
- A Reset button in the Inspector sets all handles back to a uniform height equal to the shape's defined height
Height Points mode is distinct from the Sculpt workspace: Sculpt operates with a paintbrush across a subdivided mesh, while Height Points gives coarse, vertex-precise control over the major structural points of the shape's outline.
Activating Height Points on an extruded shape
Select an extruded shape in the 3D view. The shape must already be extruded — if it is still a flat 2D shape, press X first.
Activate the Height Points preset by either:
- Pressing 8 on the keyboard (while the shape is selected)
- Opening the Surface Preset flyout in the left toolbar and clicking Height Points
The top face of the shape immediately shows handles at every corner and edge midpoint. Each handle displays its current height as a numeric label. All handles start at the same height (the shape's current extrusion height).
If a shape has many vertices — for example a freehand polyline with many nodes — Height Points will show a handle for every midpoint, which can become crowded. For dense shapes, consider the Sculpt workspace instead.
Dragging handles to set individual heights
Click and drag any height handle to change the elevation of that vertex:
- Drag upward to increase the vertex's height above the shape's base
- Drag downward to decrease it (down to zero — handles cannot go below the base)
- Hold Shift while dragging for fine incremental control — useful when aligning a slope to an exact gradient
As you drag, the top surface mesh updates in real time, showing the interpolated surface between all handles. The numeric label on the handle updates continuously to show the current height.
You can drag multiple handles in sequence — each drag is a separate undo step.
To create a simple cross-slope (e.g., a patio draining to one corner), raise the two handles on the high side to the desired height and leave the two handles on the low side at zero or a lower value.
Setting exact heights in the Inspector
For precise control, use the Inspector sidebar rather than dragging:
1. With a Height Points shape selected, look in the Inspector for the Height Points section 2. Each handle is listed with its position label (e.g., Corner NW, Midpoint N, Corner NE) and a numeric input field 3. Click a field and type the exact height value you need — the handle immediately moves to that position 4. Tab to the next field to adjust the next handle without reaching for the mouse
The Inspector height values use the project's active unit system (metric or imperial). If the project is set to imperial, values are shown in feet and inches.
When designing a patio with a specific drainage gradient, calculate the required height difference from the slope percentage and the patio width, then enter the values directly in the Inspector rather than eyeballing the drag.
Resetting all handles to a uniform height
If you want to return the shape's top surface to a flat, uniform height after adjusting individual handles:
1. With the shape selected in Height Points mode, scroll down to the Height Points section in the Inspector 2. Click the Reset button
All handles are set back to the shape's current extrusion height (the Height field value in the Inspector). The top face becomes flat again.
This is useful if you want to start over with a different configuration, or if you want to switch to a different surface preset — reset first to ensure the transition is clean.
Resetting does not change the shape's overall height — it only flattens the handle distribution back to uniform. To change the overall height after resetting, drag the main height handle or update the Height field in the Inspector.
Choose a falloff curve for each point
With a point selected, the Inspector shows a Falloff pill selector with three options. Smooth produces a gentle cosine-curved blend from the point's peak height down to zero at the edge of its influence radius — best for organic mounds and raised beds. Linear decreases height in a straight ramp from center to edge — useful for cleanly sloped surfaces. Stepped holds the full height across the radius and then drops sharply — useful for flat-topped platforms with defined edges. Change the falloff by clicking the appropriate pill; the surface updates immediately.
Set the interpolation mode for the whole shape
The Interpolation control in the Inspector (or via the Interpolation button in the HUD) applies globally to how all points on the shape are blended together. Smooth uses thin-plate spline interpolation for a fluid, organic surface across all points. Linear blends between points with straight ramps. Stepped produces flat plateaus at each point's height, with sharp transitions between them. Choose the mode that matches your design intent before fine-tuning individual point heights.
Remove points and exit editing
To delete a point, select it and press Delete or Backspace, or click the delete icon in the Inspector. You cannot delete the last remaining point. When your surface looks correct, click Done in the HUD toolbar — this exits Volume Points editing mode and returns the shape to normal selection. All your height changes are saved and can be undone with Ctrl+Z (or Cmd+Z on Mac) at any point during the session.
Use the Smooth Surface button in the HUD to automatically even out irregular or spiky surfaces caused by overlapping influence radii. This is especially helpful after moving multiple points in quick succession.
Volume Points is best for coarse structural shaping — sloped surfaces, rounded crowns, and tiered beds. For fine-grained, painterly sculpting with a brush across a subdivided mesh, use the Sculpt tool in the left toolbar instead.
Deleting a height control point cannot be undone by clicking the cone again — use Ctrl+Z to restore a deleted point. Always verify your surface before clicking Done, as re-entering edit mode after exiting will preserve the current point layout.
Keyboard Shortcuts
| Key | Action |
|---|---|
| Shift+drag | Fine height adjustment on selected point |
| Delete / Backspace | Delete selected point(s) |
| Ctrl+Z / Cmd+Z | Undo last change |
Frequently Asked Questions
Can I place a control point outside the shape's footprint?
No. Control points can only be placed within the shape's footprint boundary. Clicking outside the footprint does nothing. The influence radius of a point can extend beyond the footprint, but the surface deformation is only visible inside the shape.
What is the difference between the Radius and the Falloff?
Radius controls how far the influence of a point extends — a larger radius affects a wider area. Falloff controls the shape of that influence: Smooth uses a gentle cosine curve, Linear uses a straight ramp, and Stepped holds full height across the whole radius then drops instantly. Both work together: a large radius with a Smooth falloff creates a broad, gentle dome; a small radius with a Stepped falloff creates a sharp raised platform.
Can a point be set to a negative height?
No. Points cannot go below height zero (the shape's base). To create a recessed or sunken area within a shape, use the Dig stack operation to subtract a child shape from inside the parent.
Does Volume Points work on shapes with holes or complex outlines?
Yes. Control points can be placed anywhere inside the shape's footprint, regardless of whether it is rectangular, L-shaped, circular, or an irregular polyline. The surface mesh respects the exact polygon boundary — no grid approximation is used.
What happens if I switch to a different surface preset while Volume Points is active?
Clicking a different surface preset exits Volume Points mode and replaces the height deformation with the new preset. Your control points are not retained. If you want to experiment with another preset and return, undo with Ctrl+Z after switching.