Gaea Documentation

Gaea Documentation

Node Reference


Node Map


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
Loads external object or mesh data for use inside the graph.
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
Generates repeatable geometric or decorative patterns for masking and stylized terrain work.
``
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
Generates basic geometric terrain shapes for use as primitives or masks.
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
Cellular creates cell-based patterns and noises that can be quite versatile as they're ever-present in nature.
ll
Cellular3D
Generates three-dimensional cellular noise useful for volumetric-looking patterns and complex terrain breakup.
c3
DotNoise
Generates dotted or speckled noise patterns for texturing and breakup.
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
Generates wave-like reflective or rippling patterns useful for stylized surfaces and water-like forms.
ws
Gradient Cone
Generates a simple conical gradient that is useful as a primitive shape or mask.
con
Hemisphere
Generates a hemispherical gradient useful for domes, mounds, and radial falloffs.
do
LinearGradient
Generates a straight linear gradient across the terrain.
lg
RadialGradient
Generates a circular gradient radiating outward from a center point.
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
Creates a landscape full of craters.
cf
DuneSea
Creates broad fields of dune-like terrain suitable for deserts and wind-shaped landscapes.
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
Creates tectonic-style uplift by raising and shaping large terrain masses.
``
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
Generates a single mountain slope or mountainside formation.
ms
Volcano
Generates a volcanic landform with a central cone and crater structure.
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
Automatically remaps the input to use the full available height or mask range.
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
Cuts the terrain against a threshold, removing values above or below a specified level.
ci
Denoise
Denoise is a general purpose noise removal filter that systematically cleans up random noise, spikes, and extremely sharp edges.
dn
Equalize
Redistributes the input values to balance the histogram and reveal more detail across the range.
eq
Extend
Expands the terrain range beyond its current limits, effectively stretching elevation values.
xt
Flip
Flip flips the terrain horizontally, vertically, or both.
fp
Match
Matches the height range or histogram of one terrain to another.
``
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
Adapts the terrain to the substructures of a given reference terrain.
tx
Blur Blur
Blur diffuses sharp shapes and softens the terrain.
b
Median
Applies a median filter to remove spikes, speckles, and small noise while preserving edges better than blur.
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
Blurs the input by varying the blur amount across the surface using local data or a guide.
vb
Effect Origami
Origami creates a diagonal multifold pattern, and can produce a highly stylized terrain.
or
Pixelate
Converts the input into a blocky, pixelated version.
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
Compresses and pulls terrain features inward, reducing bulk and prominence.
df
Filter
Applies profile-based filtering to reshape terrain values and refine feature response.
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
Reshapes terrain using multiple adjustable bands, similar to an equalizer for height profiles.
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
Converts terrain into a faceted, mesh-like surface with controllable vertex density and detail sensitivity.
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
Generates a distance field from the input, measuring how far each point is from the nearest boundary or feature.
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
Applies full 3D transformation to the terrain, including rotation and spatial adjustment.
t3
Utilities BlobRemover
BlobRemover can remove smaller fragments or blobs near larger shapes. This is very useful for cleanup.
blo
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
Creates map-like contours for a terrain. Useful for making maps or for other overlays.
cn
Grid
Generates a regular grid pattern useful for cartography, masking, or stylized surfaces.
gr
Rocky Craggy
Turns a terrain's surface into a craggy, rocky, broken landscape.
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
Creates broad rocky surface formations and broken stone-like terrain detail.
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
Creates scattered pits, dents, and small impact-like depressions on the surface.
pck
Stones
Scatters stones or small rock forms across the surface.
on
Structure Bulbous
Bulbous inflates existing shapes to make them more voluminous while respecting standard geological boundaries.
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
Adds superficial wear, breakup, and irregular damage to a surface.
dst
GroundTexture
GroundTexture adds superficial detail to the terrain to increase realism.
gt
Roughen
Adds fine roughness and small-scale breakup to the terrain surface.
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
Creates layered sandstone-like terracing and sedimentary rock structure.
ss
Steps
Creates stepped formations and hard terrace-like breaks in the terrain.
ste
Stratify
Stratify creates broken strata or rock layers on the terrain in a non-linear fashion, producing a robust, realistic formation.
ct
Terraces
Creates stepped terrace formations from the terrain.
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
Provides a simplified erosion workflow for quickly adding natural erosion effects.
ee
Erosion
Erosion is the cornerstone of all terrains. It simulates hydraulic erosion and turns any shape into a realistic-looking terrain.
ce
Erosion2
An advanced hydraulic erosion node that creates more detailed and realistic erosion results.
e2
Hillify
Softens and reshapes terrain into smoother, hill-like forms.
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
Creates branching, lightning-like erosion or fracture patterns.
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
A simplified erosion wrapper that provides curated controls for shaping erosion depth, scale, and strength.
z2
Scatter Debris
Simulates loose debris across the terrain surface to create broken rocky accumulation.
db
Scree
Creates accumulations of loose rock fragments scattered across slopes and terrain edges.
``
Snow Dusting
Applies a thin dusting of snow or sediment over the terrain surface.
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
Creates broad settled snow coverage across the terrain surface.
sf
Vegetation Shrubs
Adds low vegetation or shrub-like surface growth across the terrain.
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
ColorThreshold
Creates a greyscale mask from a specified color range.
cth
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
Generates a normal map from the terrain for shading and downstream workflows.
nm
Peaks
Creates a mask that isolates the peaks and highest protruding parts of the terrain.
pk
Slope
Slope creates a selection mask within the slope range specified.
sl
Generative FlowMap
Generates a modern flow map showing how water or material would travel across the terrain.
fl
FlowMapClassic
Generates a classic-style flow map based on legacy flow behavior.
fl1
Occlusion
Occlusion behaves similarly to Ambient Occlusion, but favors sedimentary processes vs. lighting.
ccl
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
Generates terrain texture masks using preset styles and controllable secondary effects.
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
Adjusts the hue, saturation, and lightness of a color input.
hu
Color CLUTer
CLUTer creates color gradients which can be mapped to texture masks to make color maps.
clt
SatMap
Generates terrain color from preset satellite-style palettes with controllable range and processing.
sa
SuperColor
Applies procedural terrain colorization using texture, flow, peaks, and palette controls.
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
Colorizes water bodies using palette-based shallow and deep water tones.
wc
Erosion ColorErosion
Applies erosion-style transport and deposition to color data, creating more natural weathered color variation.
cx
Surface Weathering
Creates weathered color or mask variation that simulates dirt, fading, and environmental wear.
we
Utilities RGBMerge
Combines three heightfields into a single RGB color output by packing them into separate channels.
rm
RGBSplit
RGBSplit takes a color node and splits the Red/Green/Blue channels into heightfields. The counterpart to RGBMix.
rsp
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
Exports terrain, masks, or textures to external files.
ex
Mesher
Mesher can save specific nodes as meshes instead of heightfields, and can also generate LODs.
me
PointCloud
Exports the terrain as a point cloud in formats such as PLY, XYZ, or CSV.
pc
Unity
Exports terrain data in Unity-friendly resolutions and formats.
un
Unreal
Exports terrain data in Unreal-friendly resolutions, formats, and naming conventions.
ue
Render AO
Creates an ambient occlusion map that darkens recessed areas and enhances terrain depth.
ao
Cartography
Cartography creates a topographical overlay for a map.
crt
Halftone
Converts the terrain or mask into a halftone-style rendered output.
``
LightX
Creates a fully lit render using controllable sun, shadow, and ambient lighting.
lx
Shade
Produces a shaded terrain render based on lighting direction and surface relief.
``
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
Bakes derived texture maps from the terrain for export and downstream use.
txb

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
Compares two inputs and produces a result based on their relative values.
cm
Gate
Defines a baking boundary for the graph by forcing all ancestor nodes to be baked.
g8
Layers
Combines multiple layers using blend operations in a stacked workflow.
``
LoopBegin
Begins a Loop circuit.
lb
LoopEnd
Ends a Loop circuit.
le
MacroPort
Defines an input or output port inside a macro for passing height, mask, or color data.
``
Mixer
Mixer allows layer-based manipulation of color textures and contains in-built masking.
mx
Reseed
Re-randomizes an upstream procedural node by overriding or refreshing its seed behavior.
``
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
Accumulates specific map types such as Water, Forest, or Snow from all available nodes.
cc
DataExtractor
Extracts specific derived data such as boundaries, differences, or Modifier maps from an input.
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
Math
Evaluates mathematical expressions to generate or modify terrain data procedurally.
mx
Var
Reads or modifies named graph variables for procedural control and automation.
var

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