One viewport, a tool for each job.

The mountain stays in the center while the surrounding tools change with your mode and selection. Start by learning where to look.

The Slopesmith Paint Mode workspace showing a snowy mountain, the right-side palette, and the bottom Texture Library.
The working layout: modes across the top, the mountain in the center, selection tools on the right, and the asset library along the bottom.
1 Top: mode bar
Switch between Scene, Edit, Sculpt, Paint, Props, Effects, and Test. View controls change which overlays and scene elements you see.
2 Center: the viewport
Select terrain, manipulate controls, and inspect the mountain from different angles. The move gizmo’s colored axes let you position the current selection.
3 Right: tools and properties
This panel follows the active mode and selected object. It is the place to check what you selected and which actions are available.
4 Bottom: libraries and hints
Texture and prop libraries open here when needed. The control hints in the viewport explain the current mouse and keyboard actions.

About these screenshots: the examples span development versions and include both authored mountains and locally imported reference courses. Button placement can differ from your build, and imported game assets are not bundled with Slopesmith. Use the mode names and current on-screen hints to orient yourself.

Move around before you edit

Basic desktop camera controls
ActionControl
Orbit the viewRight mouse button + drag
PanMiddle mouse button + drag
ZoomMouse wheel
Frame the selectionF
Fly through the sceneAlt + right mouse button, with W A S D / Q E

01. Define the route in Scene.

Open Scene → Course to work with the course line. The green knots mark positions along the route; select a knot and use the move gizmo to place it. Its panel exposes settings such as floor width and checkpoint bonus.

Scene Mode with a green course line, editable knots, and course settings beside a snowy turn.
Scene → Course: the green knots describe the course route. Selecting a knot exposes its position, width, and checkpoint settings.

The course line describes the route. It is distinct from the terrain surface and from the trail-building tool. Moving a course knot does not automatically reshape an existing mountain.

Try this: trace the intended path with the course line and check that its start actually sits on the terrain. Then inspect the first turn from the rider’s approach.

02. Pick the mode for the task.

Where common editing tasks live
ModeUse it for
SceneCourse setup, reference maps, lighting, sound, and sky settings.
EditPoints, edges, patches, trail construction, and precise geometry changes.
SculptBrush-based changes to the terrain’s shape.
PaintTexture tiles, palettes, orientation, and the brush’s ride surface.
PropsObjects, custom models, rails, pickups, and their placement.
EffectsAttached behavior, triggers, effect graphs, and node inspection.
TestRiding the authored mountain or a loaded reference.

Continue with terrain and trails for geometry, or textures and surfaces for painting.

03. Give the mountain some landmarks.

In Props, open the Prop Library. Choose a library, use the search to narrow the list, and pick a model. Click the mountain to place it, then adjust its position, rotation, and scale.

Props Mode with a custom pirate-ship model on the snow and a searchable library of custom models.
The Custom prop library collects your own models. Pick a model, place it on the mountain, and adjust its transform.

The Custom library is where your own models live. The + tile supports importing compatible GLB models. A library item is the model; a placed prop is an instance of it in the course.

Trees placed near the inside of a snowy turn, with the terrain’s patch edges visible.
Use props to frame a corner and communicate scale. Keep the rider’s approach and landing visible as you add scenery.

Try this: place a few landmarks around one turn, then test the approach. If they hide the exit or obstruct the landing, adjust them before adding more.

See the custom-model guide for supported imports and the prop documentation for placement details.

04. Follow the behavior attached to a prop.

Switch to Effects and select a prop. If it already has an effect, its graphs and nodes appear in the panel. Choose an effect, inspect a node, and use Preview effect when available to see what it does.

Effects Mode with a selected fireworks trigger, an effect list, a Preview effect control, and individual effect nodes.
An imported-course inspection example: select the host prop, choose its effect, then inspect the nodes and preview the behavior.

To author behavior, start with a prop and its + Add effect action. Read the template’s description and any caveats before choosing it. A simple behavior is easier to test than several new effects added at once.

A wireframe overview showing the course terrain, trees, props, and effect markers.
Wireframe gives another way to read a busy scene: the terrain network, prop geometry, and effect markers can be inspected together.

View overlays help when the scene gets busy. Use wireframe to inspect the terrain and object geometry, then return to the normal view to judge how the scene reads while riding. The effects reference explains graph editing in detail.

05. Ride before you decorate everything.

Enter Test, select your mountain rather than the reference world, and start a run. Look for awkward transitions, unexpected collisions, and places where the route is hard to read.

An early Slopesmith test ride on unfinished terrain with surface colors and a rider in view.
Test the route while it is still simple. This development capture shows an earlier Play interface; the current workflow uses Test mode.

Stop the run, return to the appropriate editing mode, change one thing, and test again. The goal of an early run is to find out whether the route works, even while much of the mountain is unfinished.

Try this: ride one turn three times. Once to follow the center, once to take the inside, and once to approach from the outside. Give all three lines enough room to recover.