Gaea Documentation

Gaea Documentation

Node Reference


Height

Derive › Aspect
Shortcode h
Height creates a selection mask within the height range specified.

Height

The Height node creates a selection mask based on terrain elevation, isolating areas within a specified height range. It is a core selector for building altitude-based effects such as snow lines, vegetation bands, shoreline masks, plateau targeting, and biome zoning.

The output is a grayscale mask where white represents selected elevations and black represents excluded elevations, with optional soft transitions at the boundaries.

Common uses

  • Vegetation zoning by altitude bands.
  • Beach and shoreline isolation near sea level.
  • Targeting mid-elevation shelves for terraces, erosion tuning, or deposits.
  • Creating stacked biome masks by splitting a terrain into multiple elevation ranges.

Usage tips

  • Decide whether your workflow is absolute or relative. If your terrain height range changes upstream, normalize or remap before using Height so the same range settings keep working.
  • Use Falloff to avoid harsh edges. A small falloff produces crisp layers while a larger falloff produces natural transitions that blend better with erosion, texture mixing, and scattering.
  • Combine Height with other selectors for realism, for example, Height + Slope for snow that avoids steep faces, or Height + Flow for wetness near rivers at lower elevations.
  • If you need multiple bands, duplicate the node and stagger ranges with slight overlap and falloff to avoid visible seams.

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Properties

Height
RangeSets the minimum and maximum elevation values to include in the mask. Only terrain within this height range is selected.
FalloffControls the softness of the mask transition at the range boundaries. Higher values create a smoother, more gradual blend from selected to unselected areas.

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Documentation is provided under the MIT License.