Here are practical do’s and don’ts for the formats people most often feed into Gaea, tuned for the workflow:
See Match or Correct Heights for a useful workflow using Constant (meters) → File (unclamped) → Autolevel → MATCH (Constant as Reference)
GeoTIFF DEM
Do
- Prefer 32-bit float GeoTIFF when available (best fidelity, handles negatives cleanly).
- Keep File = Unclamped, especially if the DEM includes below sea level or "no-data" borders.
- Pre-handle NoData if your exporter encodes it as a huge negative (e.g., -32768) or huge positive - mask/crop it before Gaea if possible, or you’ll Autolevel against garbage.
- Use your Constant in meters as the "intended peak altitude" and MATCH to it.
Don’t
- Don’t export with "visualization scaling" (some GIS apps rescale for display); export raw elevation values.
- Don’t clamp on import; it can silently flatten valid extremes.
16-bit PNG
Do
- Use 16-bit grayscale PNG (not 8-bit).
- Ensure the PNG is linear data:
- If your tool has a color management option, pick linear / data / non-color.
- Treat 16-bit PNG as precision-limited: Autolevel is strongly recommended before any further math.
- Keep the File unclamped, then Autolevel, then MATCH to Constant.
Don’t
- Don’t use 8-bit PNG for real terrain unless it’s purely stylized; banding will be obvious.
- Don’t let apps apply sRGB gamma to the heightmap (this bends elevations and ruins slopes).
- Don’t roundtrip through image editors that "helpfully" color manage or dither unless you’re sure it’s data-safe.
16-bit TIFF
Do
- Prefer 16-bit integer TIFF if the source is already quantized (like a generator exporting 16-bit).
- Confirm it’s single-channel grayscale (or at least that the height is in one channel consistently).
- Use linear / non-color handling in any app that touches it.
- Autolevel is still valuable: if the terrain only uses part of the range, you’re wasting bits.
Don’t
- Don’t assume "TIFF" means "high fidelity". Many TIFFs are 8-bit, RGB, or color-managed.
- Don’t apply compression workflows that alter values (some pipelines do processing on save).
32-bit EXR
Do
- Prefer 32-bit float EXR for maximum fidelity and safe negatives.
- Use EXR when you’ll do lots of downstream processing (erosion, remaps, reprojection, tiling).
- Still consider Autolevel if your data occupies a small numeric range or you’re going to bake down later.
Don’t
- Don’t treat EXR like an image: avoid color transforms, tone mapping, or display LUT baking.
- Don’t export "beauty" EXRs; export data EXRs (single channel if possible).
RAW / R16 / .raw
Do
- Use RAW when you control the pipeline end-to-end (e.g., Unreal landscape import).
- Match bit-depth and endianness exactly (common: 16-bit, little-endian).
- Keep a record of:
- resolution
- bit depth
- endian
- expected min/max elevation mapping
- Use Autolevel + MATCH in Gaea so the RAW uses the full 0–65535 span before export.
Don’t
- Don’t use RAW if you aren’t 100% sure of its format metadata - RAW has no header, so it’s easy to misread.
- Don’t change resolution midstream without a deliberate resample strategy.
8-bit formats (PNG/JPG)
Do
- Use 8-bit for masks, splatmaps, selectors, and weight maps.
- Dither or blur thoughtfully if banding in masks becomes visible.
Don’t
- Don’t use JPG for heights (lossy compression creates block artifacts and slope noise).
- Don’t use 8-bit PNG for final displacement unless it’s intentionally low-fi.
Common gotchas (format-agnostic)
Do
- Keep NoData out of your normalization range (crop/mask before Autolevel if needed).
- Work in linear data space end-to-end.
- For tiled terrains: normalize/match consistently (global intent), not per-tile randomness.
Don’t
- Don’t per-tile Autolevel with different min/max unless you want seams.
- Don’t let any stage "optimize" or "enhance" your heightmap like it’s a photo.