QuadSpinner Gaea
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On this page
  • CLUTer
  • Properties
  1. Nodes
  2. Colorize

CLUTer

PreviousColorizeNextColorErosion

Last updated 2 months ago

CLUTer

CLUTer lets you create color gradients which can be mapped to texture masks for creating color maps.

Coloration in Gaea is based on CLUTs, or color lookup tables. As 2D heightfields are essentially a grid of numbers ranging from 0.0 (lowest) to 1.0 (highest), CLUTs are represented as gradients which are mapped to those heights.

The lowest part of a gradient corresponds to the lowest part of the terrain. The highest part of a gradient corresponds to the highest part of the terrain. Everything in between is evenly distributed.

The CLUTer nodes let you take any grayscale input (such as @Curvature, @Slope, @SurfTex, @Flow) and map it onto a gradient.

Gradient Editor

Click anywhere in the gradient to create a new stop. Drag the stop to position it. Select the stop and press DEL to delete the stop.

CLUTer

You can use Input Clarity instead of interjecting an Autolevels node to the graph.

In this example, a @Flow is mapped by CLUTer to create basic texture map.

Properties

  • Gradient Data:

  • Autolevel Input:

  • Reverse: Reverses the mapping of the gradient.

  • Bias:

  • Hue:

  • Saturation:

  • Lightness:

CLUTer
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