CLUTer
Last updated
Last updated
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.
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.
In this example, a @Flow is mapped by CLUTer to create basic texture map.
Gradient Data:
Autolevel Input:
Reverse: Reverses the mapping of the gradient.
Bias:
Hue:
Saturation:
Lightness: