Gaea Documentation

Gaea Documentation

Guides


Start with low detail shapes


Let Shape Stay Simple

It’s tempting to pour detail into the very first landform - lots of noise, breakup, micro ridges. But front-loading detail usually makes the rest of the graph fight you.

A cleaner approach is to build a strong, low-detail macro shape first, then let Erosion and Surface nodes generate the believable detail later.

Why early detail is a trap

When your base terrain is already "busy":

  • Procedural shaping has less room to work: transforms, carving, and large-scale edits get masked by pre-baked noise.
  • Erosion can’t speak clearly: fine detail interferes with flow and creates messy, over-textured results.
  • Iteration gets fragile: small upstream changes ripple into unpredictable downstream chaos.

Macro first, micro later. Let erosion create the story, and let surface add the finish.

The scalable workflow for huge or tiled builds

This approach is especially powerful for tiled builds and very large resolutions.

  1. Build your base shapes at a manageable resolution like 4K or 8K (broad forms only).
  2. Bake those shape nodes so they become stable and cheap.
  3. Use TileGate to treat those baked shapes as static inputs that will be upscaled efficiently for large tiled builds.
  4. Apply your heavy detail afterwards: Erosion, Surface, and any downstream detailing/mask work.

Now you get the best of both worlds:

  • The macro terrain remains clean and controllable
  • Tiled builds stay memory-friendly
  • Your final detail is generated at the stage where it matters, so the terrain holds up without losing fidelity

If you bake noisy "micro" detail into the initial shape, you can lock yourself out of realistic erosion and make high-resolution/tiled builds slower and less predictable.


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Documentation is provided under the MIT License.