QuadSpinner Gaea
Download GaeaTalk to Support
  • User Guide
  • Node Reference
  • Changelog
  • Home
  • Getting Started
    • Install Gaea
      • Regular Installation
      • Portable Installation
      • Mass Deployment
      • Troubleshooting
      • Version Numbers
      • Uninstall or Clean Install
    • License Management
      • Activation
      • Deactivation
      • Hardware Thumbprint
      • Floating License
    • User Interface
      • Graph
      • Viewport
        • Render Modes
        • 2D Viewport
        • Measurement Tools
      • Property Editor
        • Modifier Stack
        • Presets
        • Binding Variables
      • Data Editor
        • Terrain View
        • Export View
        • Automation View
      • Menus and Toolbars
        • Main Menu
        • Undo and Autosave
        • Graph Toolbar
        • Viewport Toolbar
        • Property Editor Toolbar
        • Data Editor Toolbar
      • Lazy Menu
      • Keyboard Shortcuts
    • The Graph
      • Procedural Workflow
      • Toolbox and Search
      • Lock Preview and Underlays
      • Suspending Engine
      • Graph Conveniences
      • Portals and Chokepoints
      • Organizing with Tabs
      • Annotations
      • Groups
    • Managing Gaea
      • Command-line Interface
      • Options
        • Compute
      • Autosave and Recovery
    • For Gaea 1 Users
      • Migration Guide
      • Node Changes
  • Using Gaea
    • Terrain Basics
      • Creating a Snow Mountain
      • Creating a Simple Landscape
      • Exporting Elements
      • Importing Meshes
      • Masks
      • Non-Determinism
      • Scale and Resolution
      • Memory Requirements
    • Crafting the Surface
      • Noises, Primitives, and Landscapes
      • Erosion
      • Surface Nodes
      • Transpose Shapes
    • Understanding Erosion
      • Erosion_2
      • Erosion_1
      • Thermal Erosion
      • Additional Erosion Nodes
      • Nuance
    • Simulations
      • Snowfall
      • Debris
      • Water
      • Vegetation
    • Colorizing and Textures
      • Crafting Masks
      • Working with SatMaps
      • Synthesizing Colors
      • Layering Textures
      • ColorErosion
    • Managing Graphs
      • Using Modifiers
      • Portals and Chokepoints
      • Visualizing Scale
      • Accumulators
      • Navigating Complex Graphs
    • Baking Nodes
      • Linchpin Nodes
    • Build and Export
      • Exporting Nodes
      • Build Options
        • Managing Regions
      • Tiled Builds
      • Using Regions
      • Profiles and Batch Builds
      • Batch Builds
      • Mesh Exports
        • Tangent-Space Normals and Warped Maps
      • Application Specific Export Nodes
        • Unreal Node
        • Unity Node
    • Importing Terrains
      • Universal Instructions
      • Software-specific Instructions
        • Unreal
      • Common Issues
  • Advanced Topics
    • Build Swarm
      • Creating Mutations
      • Build Reports
    • Technical Information
      • File Formats
      • Learning and Predictive System
      • Paths and Storage
      • Dimensions and Scale
      • Calculating Memory Requirements
    • Automation
      • Command Line Automation
      • Managing Input and Output
      • Building a Bridge with the CLI
  • Plugins
    • Gaea2Houdini
      • Installing Gaea2Houdini
      • Using Gaea Nodes
    • Gaea2Unreal
      • Installing Gaea2Unreal
      • Importing Terrains
      • Importing Weight Maps
  • Developers
    • Scripting and Expressions
      • Variables
      • Expressions
      • Math Node
    • TOR Platform SDK
  • Troubleshooting
    • Terrains
      • Common Errors
      • Terrain Quality
    • Diagnostics (Watson)
      • Diagnostics Package
      • CPU Only Mode
      • Benchmark Devices
Powered by GitBook
LogoLogo

Copyright © 2020-2025 QuadSpinner. All rights reserved.

On this page
  • Tangent-space Normals
  • Warping Texture Maps and Masks
  • LOD Export
  1. Using Gaea
  2. Build and Export
  3. Mesh Exports

Tangent-Space Normals and Warped Maps

PreviousMesh ExportsNextApplication Specific Export Nodes

Last updated 2 months ago

Tangent-space Normals

The MeshWarp node can create tangent-space normals maps that provide very high quality normals that can be used with lower-resolution Meshes/LODs.

Connect any Mesher node to a MeshWarp node, and enable 'Generate Normals' and set any flip/channel settings you need to. Make sure the MeshWarp node is set to Export.

This will produce a Normals map bitmap output that you can use on your meshes. In addition, you can Mesher's Artifact Reduction option to remove high-frequency detail to make the mesh even cleaner. The Normals will provide all the high-frequency, small detail to enrich your terrain.

MeshWarp will only work with Mesher nodes set to Tris export.

Warping Texture Maps and Masks

The MeshWarp node, along with generating tangent-space normals, will also apply nuanced warping to mask and color maps to make them fit the exported Mesh and LODs with a higher level of fidelity.

Drag and drop a connection on the MeshWarp node and select "Add new port" to add additional ports.

LOD Export

If your Mesher node has LODS set, then MeshWarp will generate appropriately warped versions of your connected maps for each LOD.

MeshWarp will use the incoming node's Name as the prefix for the file. So if you have a node PerlinMaskRocks then the output will be PerlinMaskRocks_LOD1 while the high-resolution version has no suffix.

It is also recommended that the previous node (PerlinMaskRocks, in this example) not be marked for Export as there may be file conflicts between the two as they save to the same name for the high-res version.