Node Map
Primitive
| Family | Node | Shortcode |
|---|---|---|
| Assets | File File loads any supported image or data file as a terrain, and supports all major file formats. You can also transform the input. |
f |
| Object |
o |
|
| TileInput Reads a set of tiles for 1:1 input into a tiled build, or combines it into a single input. |
til |
|
| Basic | Constant Constant creates a blank terrain of the height specified, or a flat color output. |
k |
| Cracks Cracks primitive creates large, cracked patterns on a flat base. |
ck |
|
| Draw Draw draws entire mountain ranges in the shape you choose. |
vm |
|
| Gabor Gabor noise is one of the lesser used noises, but provides a wonderful pattern-friendly noise that can be used to simulate various aspects of nature. |
g |
|
| LineNoise LineNoise is a geometry generator that creates sets of lines which can be distorted and used with other noises and fractals to produce layered ridges. |
ln |
|
| Noise Noise applies controlled single-pixel noise onto the terrain. |
kn |
|
| Pattern |
`` | |
| Perlin Perlin is the most basic and essential noise. In Gaea, we've made a "geo-variant" by modifying the base Perlin shape to fit the needs of terrain design from the beginning. |
p |
|
| Shape |
s |
|
| Voronoi Voronoi is a staple of procedural design and creates sharp, geometric patterns. In Gaea, we've made a "geo-variant" by modifying the base Voronoi shape to fit the needs of terrain design from the beginning. |
v |
|
| Extended | Cellular |
ll |
| Cellular3D |
c3 |
|
| DotNoise |
do |
|
| DriftNoise DriftNoise is a unique primitive that can create overlapping "shelves". It is a versatile primitive noise that can be used in various scenarios from cliffs to crack production. |
dr |
|
| MultiFractal MultiFractal creates a multi-noise that can have a large level of variations. Often useful for texturing. |
mf |
|
| WaveShine |
ws |
|
| Gradient | Cone |
con |
| Hemisphere |
do |
|
| LinearGradient |
lg |
|
| RadialGradient |
rg |
Terrain
| Family | Node | Shortcode |
|---|---|---|
| Landscape | Canyon Canyon is a simple, fast, and detailed canyon primitive. It creates a drainage based river canyon. |
ny |
| CraterField |
cf |
|
| DuneSea |
du |
|
| MountainRange Range primitive quickly sets up an entire mountain terrain with shapes highly optimized for eroding large-scale landscapes. |
mr |
|
| Plates Plates primitive is based on a Perlin core with flat plate-like formations created in between larger Perlin-esque shapes. |
pl |
|
| Ridge Ridge creates a rugged ridgeline with multiple fractures and rock shearing. |
ri |
|
| Rugged Rugged is a very powerful primitive node that creates a strong, rocky surface for any terrain while preserving overall shape. |
gg |
|
| Slump Slump is a simple primitive that creates relative smooth hills with slumped (collapsed) areas. It is very useful for creating large landscapes. |
um |
|
| Uplift |
`` | |
| Primitive | Crater Crater primitive creates different types of crater shapes. |
cra |
| Island Island draws basic shapes from which entire landmasses can be generated. |
is |
|
| Mountain Mountain is one of Gaea's most versatile primitives, using a modulated Voronoi pattern and distortions to create realistic mountain shapes, ready for further modification and erosion. |
m |
|
| MountainSide |
ms |
|
| Volcano |
vo |
Modify
| Family | Node | Shortcode |
|---|---|---|
| Adjust | Adjust The Fx node makes that process easier by combining all the common adjustments inside a single node and allowing you to toggle them on and off. |
fx |
| Autolevel |
lv |
|
| Clamp Clamp controls the height of the terrain. You can squash the terrain, clip it at certain heights, or make it taller using the Extend operation. |
cl |
|
| Clip |
ci |
|
| Denoise Denoise is a general purpose noise removal filter that systematically cleans up random noise, spikes, and extremely sharp edges. |
dn |
|
| Equalize |
eq |
|
| Extend |
xt |
|
| Flip Flip flips the terrain horizontally, vertically, or both. |
fp |
|
| Match |
`` | |
| Sharpen Sharpen enhances terrain edges and small structures by making them more prominent. |
sx |
|
| Threshold Abs can modify the terrain or mask it by eliminating values higher or lower than the exact value specified. |
th |
|
| Transpose |
tx |
|
| Blur | Blur Blur diffuses sharp shapes and softens the terrain. |
b |
| Median |
md |
|
| SlopeBlur SlopeBlur is a versatile, low-level node that adds directional blurring based on the slopes of a Guide terrain or mask. It is one of our deceptively simple nodes that can create a wide array of shapes. |
sb |
|
| VariableBlur |
vb |
|
| Effect | Origami Origami creates a diagonal multifold pattern, and can produce a highly stylized terrain. |
or |
| Pixelate |
px |
|
| Swirl Swirl creates a vortex warp on the terrain. Very useful for adding a fluid look. |
swi |
|
| Whorl Whorl applies multiple vortex-like distortions across the terrain to create large-scale warping. Very useful for creating massive landscapes without a patterning in the noise and for creating slightly surreal or alien landscapes. |
wh |
|
| Profile | Curve Curve adjusts the height curve of a terrain. |
cu |
| Deflate |
df |
|
| Filter |
fl |
|
| Fold Fold simulates terrain folding by introducing slants, breaks, and folds to the terrain. It significantly changes the terrain shape and should be used early in the graph. |
fo |
|
| GraphicEQ |
gq |
|
| Recurve Recurve is a curvature-based expander that inflates and/or deflates the terrain to create stronger slopes and larger, softer formations from a given noise or terrain. |
rc |
|
| Shaper Shaper bulks up or bulks down a terrain, while optionally retaining the finer details. |
sp |
|
| SoftClip SoftClip a low-level utility that lets you softly reduce the intensity of shapes above a specified threshold. It can be comparable to masking a shape with a Height node and then clamping that portion. |
sc |
|
| ThermalShaper ThermalShaper is a fast, basic simulation of the concavity and convexity that can be achieved from thermal erosion. The effect can be exaggerated for artistic effect. |
ts |
|
| Shape | Meshify |
ms |
| Transform | Aperture Aperture expands or compacts every feature on the terrain, similar to a camera's bokeh. |
ap |
| Dilate Dilate the pixels of the heightfield or mask. |
di |
|
| Distance |
rt |
|
| Transform Transform moves, rotates, and scales any terrain. A post-process effect, it can be implemented at any point in the graph. |
t |
|
| Transform3D |
t3 |
|
| Utilities | BlobRemover |
b |
| Heal Heal reconstructs damaged, low res, or 8-bit data with 16-bit, high resolution fidelity. It cleans up quantized images with extreme banding of any shape, and yields naturalistic terrain output. |
hl |
|
| Warp | DirectionalWarp DWarp or Directional Warp uses a secondary input to warp the first input in a uniform direction. |
dw |
| SlopeWarp SlopeBlur is a versatile, low-level node that adds directional warping based on the slopes of a Guide terrain or mask. It behaves similarly to SlopeBlur. |
sw |
|
| Warp Warp can take the terrain and "warp" the shape creating more believable shapes or alter simple shapes into a more complex formation. It can help breakup masks too. |
w |
Surface
| Family | Node | Shortcode |
|---|---|---|
| Cartography | Contours |
cn |
| Grid |
gr |
|
| Rocky | Craggy |
cg |
| Outcrops The Outcrops LookDev node creates rocky outcrops on any surface. You can control coverage, breakage, and surface details. Several Outcrops nodes can be layered for complex results. |
oc |
|
| RockNoise RockNoise is a useful tool for generating fields of rocks with size variations and controllable density. |
rn |
|
| Rockscape |
rs |
|
| Scatter | Bomber Bomber takes an input heightfield and "stamps" or bombs it across the entire terrain surface using the randomization properties you set. |
bo |
| Pockmarks |
on |
|
| Stones |
on |
|
| Structure | Bulbous |
bu |
| Shatter Shatter transforms simple shapes into complex, highly eroded, and fractured terrains. |
tt |
|
| Shear Shear creates rock shearing and exposes strata. |
sh |
|
| Superficial | Distress |
dst |
| GroundTexture GroundTexture adds superficial detail to the terrain to increase realism. |
gt |
|
| Roughen |
rog |
|
| Sand Sand creates medium and small level sand patterns. It can also be used to simulate dunes. |
sd |
|
| Terrace | FractalTerraces FractalTerraces creates fractal terracing on the terrain. It is a powerful alternative to the Terrace node. |
ft |
| Sandstone |
ss |
|
| Steps |
ste |
|
| Stratify Stratify creates broken strata or rock layers on the terrain in a non-linear fashion, producing a robust, realistic formation. |
ct |
|
| Terraces |
st |
Simulate
| Family | Node | Shortcode |
|---|---|---|
| Erosion | Anastomosis Anastomosis creates interconnected water flow based extractions, ranging from small pits to large river channels. It is useful for both terrains and textures. |
an |
| Crumble Crumble runs a different kind of simulation that feeds off of existing crevices, erosive information, and other subtle details to collapse the terrain. Just as the name implies, the terrain starts crumbling from the edges. |
cr |
|
| EasyErosion |
ee |
|
| Erosion Erosion is the cornerstone of all terrains. It simulates hydraulic erosion and turns any shape into a realistic-looking terrain. |
ce |
|
| Erosion2 |
e2 |
|
| Hillify |
hi |
|
| HydroFix HydroFix alters the terrain to create continuous drainage network friendly slopes. It can be used before Erosion or other flow related nodes to get better results. |
hf |
|
| Lichtenberg |
lct |
|
| Sediments Sediments creates a thick layer of generic sedimentation on top of the terrain, which can be used for sand or snow. |
sed |
|
| Thermal Thermal simulates Thermal Erosion to create talus and debris. |
te |
|
| Thermal2 Thermal2 is an evolution of the previous node. It creates Thermal Erosion to create realistic talus and debris. |
t2 |
|
| Wizard The Erosion Wizard is a lightweight wrapper for the Erosion node. It simplifies the settings through curated presets, and provides secondary passes for additional processing. |
z1 |
|
| Wizard2 |
z2 |
|
| Scatter | Debris |
db |
| Scree |
`` | |
| Snow | Dusting |
ds |
| Glacier Glacier creates flowing glaciers on mountain tops. |
gl |
|
| IceFloe Icefloe creates flat plates of ice inside a water body. |
if |
|
| Snow Snow simulates snow fall, melt, and settling like in nature, and controls how the snow adheres and flows along the terrain. |
sn |
|
| Snowfield |
sf |
|
| Vegetation | Shrubs |
shr |
| Trees The Arboreal Node gives you the power of creating superficial forests and vegetation. These forests are part of the heightfield while being "detached" enough for various export scenarios. |
tr |
|
| Water | Lake Lake simulates rainfall on the terrain and creates physically accurate lakes. |
`` |
| Rivers Rivers creates a realistic network of rivers with controllable headwaters. |
rv |
|
| Sea Sea is a multi-function water surface generator and coastal erosion tool. Its primary purpose is to create a water surface, while Coastal Erosion creates beaches and cliffs. |
sea |
Derive
| Family | Node | Shortcode |
|---|---|---|
| Aspect | Angle Angle creates a selection mask covering all areas of the heightfield facing the specified range. |
ang |
| Curvature Curvature creates a mask where convex areas (protrusions, sharp edges, etc.) are selected. Very useful layer in texture creation, often as highlights on top of an existing texture map. |
cv |
|
| Height Height creates a selection mask within the height range specified. |
h |
|
| Normals |
nm |
|
| Peaks |
pk |
|
| Slope Slope creates a selection mask within the slope range specified. |
sl |
|
| Generative | FlowMap |
fl |
| FlowMapClassic |
fl1 |
|
| Occlusion Occlusion behaves similarly to Ambient Occlusion, but favors sedimentary processes vs. lighting. |
cc |
|
| RockMap RockMap creates a rock-like coverage mask that can be used to texture terrains on its own or combined with other Data Maps. |
km |
|
| Texture | Soil Soil Map creates a soil mask, with increased density in crevices or other areas where the slope allows soil to settle. |
so |
| TextureBase Texture uses multiple factors (such as chaos, slopes, flow zones, and other geological features) to create a texture mask for any color node to create a texture map. Can be used by itself, or combined with other data maps and selectors. |
tb |
|
| Texturizer |
tz |
Colorize
| Family | Node | Shortcode |
|---|---|---|
| Adjust | Gamma Gamma applies Gamma adjustment to the heightfield, working exactly like Gamma in an image processing program. |
ga |
| HSL |
hu |
|
| Color | CLUTer CLUTer creates color gradients which can be mapped to texture masks to make color maps. |
clt |
| SatMap |
sa |
|
| SuperColor |
sc |
|
| Synth Synth takes a bitmap image (photo or artwork) and converts it to CLUT map that can be used with a texture mask to colorize your terrain. |
sy |
|
| Tint QuickColor quickly maps a 2-color gradient to any mask. Useful for simple scenarios where CLUTer would be overkill. |
ti |
|
| WaterColor |
wc |
|
| Erosion | ColorErosion |
cx |
| Surface | Weathering |
we |
| Utilities | RGBMerge |
rm |
| RGBSplit RGBSplit takes a color node and splits the Red/Green/Blue channels into heightfields. The counterpart to RGBMix. |
rs |
|
| Splat Splat is similar to RGBMix, taking heightfield nodes and encoding them to the RGB channels of a color map, and providing properties to control the inputs. |
spl |
Output
| Family | Node | Shortcode |
|---|---|---|
| Assets | Export |
ex |
| Mesher Mesher can save specific nodes as meshes instead of heightfields, and can also generate LODs. |
me |
|
| PointCloud |
pc |
|
| Unity |
un |
|
| Unreal |
ue |
|
| Render | AO |
ao |
| Cartography Cartography creates a topographical overlay for a map. |
crt |
|
| Halftone |
`` | |
| LightX |
lx |
|
| Shade |
`` | |
| Sunlight Sunlight is a Data Map that gives you the sunlight integral (sun light/shadow map) of any given period (up to 365 days). It can be used to drive snow melt, vegetation growth, and more. |
si |
|
| Utilities | TextureBaker |
nm |
Utility
| Family | Node | Shortcode |
|---|---|---|
| Routing | Chokepoint Chokepoint node is a special node whose sole purpose is to help avoid re-connecting many nodes, while adding no memory overhead. |
cp |
| Combine Combine is one of Gaea's most important nodes. You can combine two terrains (or any node output) using various mathematical operations, often known as 'Blend Modes'. |
c |
|
| Compare |
cm |
|
| Gate |
g8 |
|
| Layers |
`` | |
| LoopBegin Begins a Loop circuit. |
lb |
|
| LoopEnd Ends a Loop circuit. |
le |
|
| MacroPort |
`` | |
| Mixer Mixer allows layer-based manipulation of color textures and contains in-built masking. |
mx |
|
| Reseed |
`` | |
| Route Route chooses the flow of the graph based on the Input/Output ports chosen, and relies on integer input for automation. |
ro |
|
| Switch Switch chooses between two different heightfield inputs and relies on a boolean (true/false) input. |
swt |
|
| Structure | Edge Zero Borders softly transitions the edges of a terrain into nothing, similar to a vignette effect in paint applications. Useful when using Bomber or other effects where a tall edge would be problematic. |
ed |
| Repeat Repeat takes a shape and repeats it in a tiled pattern. It is often combined with the Seamless node. |
rp |
|
| Seamless Seamless can transform any input terrain or color map into a tileable/repeating pattern. |
sls |
|
| Utilities | Accumulator |
cc |
| DataExtractor |
de |
|
| Mask Mask draws a mask. If the Input port is connected to another node, a 2D representation of that terrain is shown in the background as a guide. This is optional, as the Input port only provides a drawing guide and does not affect the actual mask. |
ma |
|
| Mathx |
mx |
|
| Var |
var |