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 |