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Gaea Documentation User Guide Getting Started Installing Gaea Your first terrain Interface Getting around Startup Screen Viewport Build Manager Preferences Keyboard Shortcuts Command Reference Status Bar Customize Gaea Graph Infinity Graph Toolbox Properties Convenience Features Drag Out Portals and Chokepoints Predictive System Organizing and Sharing Using Gaea Create with Primitives Modify Shapes Pinning Nodes Post Process Stack Eroding Terrains Look Dev Procedural Textures Build and Export Build Strategies Understanding Resolution Baking and Caching File Formats File Recovery and Autosave Using Erosion Studio Erosion Studio Basic Sculpting Sculpting Tools Workflow Strategies Build Build Types Build Manager Export Meshes Terrain Scale Preparing Terrains for Tiled Build Build Swarm Advanced Topics Automating Gaea Draw with Recipes Fix Artifacts Migrating Terrains Separating Complex Projects Bridges Houdini Preparing TOR files Create a Bridge Appendix Troubleshooting with Watson Fix Stairstepping Conflict with Nahimic Parallel Processing Node Reference Learning Knowledge Base Version History Menu Gaea Docs Getting Started Installing Gaea Your first terrain Interface Getting around Startup Screen Viewport Build Manager Preferences Keyboard Shortcuts Command Reference Status Bar Customize Gaea Graph Infinity Graph Toolbox Properties Convenience Features Drag Out Portals and Chokepoints Predictive System Organizing and Sharing Using Gaea Create with Primitives Modify Shapes Pinning Nodes Post Process Stack Eroding Terrains Look Dev Procedural Textures Build and Export Build Strategies Understanding Resolution Baking and Caching File Formats File Recovery and Autosave Using Erosion Studio Erosion Studio Basic Sculpting Sculpting Tools Workflow Strategies Build Build Types Build Manager Export Meshes Terrain Scale Preparing Terrains for Tiled Build Build Swarm Advanced Topics Automating Gaea Draw with Recipes Fix Artifacts Migrating Terrains Separating Complex Projects Bridges Houdini Preparing TOR files Create a Bridge Appendix Troubleshooting with Watson Fix Stairstepping Conflict with Nahimic Parallel Processing [{"url":"/Guide/index.html","hive":"User Guide","title":"Introduction","text":"uid user-guide\r title introduction welcome welcome to the gaea user guide. the documentation organized to help you get started with gaea quickly and easily regardless of your skill level.getting started installing contains instructions on installing gaea. if you are completely new to terrain design software we recommend starting with the first-terrain to familiarize yourself with the gaea interface in getting-around. the using gaea section explains various concepts in detail such as using primitives to build scenes harnessing the power of erosions to make realistic terrains procedural color-production using the buildmanager and among many others.for advanced users the advanced topics section walks you through various terrain and workflow paradigms in gaea. refer to the reference to learn about individual nodes their functions and usage advice."},{"url":"/Guide/Getting-Started/Installing-Gaea.html","hive":"User Guide","title":"Installing Gaea","text":"uid installing\r title installing gaea installationsoftware requirements microsoft .net framework 4.8 or later. microsoft visual c++ runtime. if either not detected the installer will try to download them automatically.typical install (recommended) installing gaea simple process. depending on your installation location you may need administrative privileges. installing to program files will require admin privileges download the latest version. run the downloaded .exe file. by default gaea installs to c program files quadspinner gaea but can be directed to any other folder. for security purposes we recommend the c program files folder. once setup complete gaea will launch. follow the on-screen questions to set up your default preferences. the gaea central project repository and build stacks are placed in documents gaeaby default. however you can change this folder to any other location through theinstaller or at any later time via the preferences. the documents repository where your projects presets build output and other data kept.choosing either the same folder for both the program and the data folder or making the data folder sub-folder of the program folder will lead to failure. make sure the two paths have different roots. at the very least you can setup root folder with two folders program and data and point the respective paths there to avoid conflict.clean installation to clean your installation instead of uninstalling and reinstalling we recommend using the reset settings (clean install) option in watson.advanced use casescreating portable installation by default gaea stores its user data in c users [username] appdata roaming quadspinner gaea(or gaea bleeding edge for bleeding edge version.). you can force gaea to use the installation folder itself. go to the folder where gaea installed and create new subfolder called userdata. now when you start gaea it will use this folder for all user data and settings.you must have write privileges for this folder. additionally the existing appdata folder will be ignored. if you want to transfer the same settings copy the contents of the c users [username] appdata roaming quadspinner gaeafolder into the userdata subfolder.administrative install and mass deployment see article-deploymentfloating server this feature currently in development and may not be available until version 2.0. please contact technical support for an interim alternative.branchesproduction ready production ready builds are stable and thoroughly tested both by the qa team and regular users. they are released 1-2 times each month. bleeding edge features are rolled into these builds slowly once they undergo thorough testing.bleeding edge bleeding edge builds are released 1 or more times per cycle. they are mostly stable but not fully ready for production. you get to try new features as they are added and provide early feedback so we can modify them to your satisfaction.install side-by-side both builds install to different locations and do not share settings or registry entries. this gives you the flexibility to try new features without endangering your work projects.troubleshootingif gaea fails to start ensure gaea.exe and archon.exe have firewall permissions for local tcp ip communication and are not being blocked by your antivirus software. ensure you have at least 10gb of free space in your windows temp directory and in the cache folder set in gaea preferences. install the latest cpu and gpu drivers. see nahimic if none of these work run watson and file ticket. our support team will help you figure out the problem."},{"url":"/Guide/Getting-Started/Your-First-Terrain.html","hive":"User Guide","title":"Your first terrain","text":"uid first-terrain\r title your first terrain the absolute basics creating terrain in gaea very simple. if you are new to graph based workflows lets look at how easy it to get realistic mountain in seconds. if you have worked in graph-based applications you will find it very easy to use gaea. in fact you will find our conveniences massive boost to your workflow. you can skip to create simple terrain.using the graph drag the mountain node from the toolbox and drop it onto the graph. this will create the mountain node. next find and drag the erosion node and drop it on top of the mountain node. you will see gaea automatically connects the two for you. the other way to make nodes to drag line out from one of the ports and drop it into empty space. in the menu shows up start typing and you will be able to find the node you want. click the node you want in the list and it will create node and connect it to where you dragged the line out from.further learning learn more about the graph conveniences dragout and the learning.create simple terrain the core gaea workflow is create-modify-erode-texture-export. using the graph creation process above lets create the following graph. we dont need to change any settings yet as we will use just the defaults. gaeas defaults are fine-tuned to give you great results almost every time. if you dont like the shape of the initial node you can try changing the seed value or using the bulky option in the mountain node to make it larger.create all terrains start with primitives. these nodes are divided into core primitives which contain basic shapes and noises and geoprimitives which provide geological shapes like mountain ridge crater etc. these serve as the starting point on which you can add further modifications. you can mix multiple primitives by connecting the output of two primitives to combine node and using various combination modes.modify modifications using nodes such as adjustment and filter nodes let you modify the primitive to change the shape adjust heights or even stylized it. in our case we will add warp node to add some warping randomness to the shape.erode this the crucial point for most terrains. erosion what makes your procedural shape look realistic by performing millennia of geological processing in seconds. you can use the erosion or wizard nodes to erode the terrain.texture once you have your terrain ready it needs to be textured and colorized. the texture node great way to create sophisticated mask made from slope soil and other components. mask like this needed to colorize the terrain. next use the satmaps node to pick from over 1400 satellite color maps to flow color through the texture mask.build now your terrain ready you need to build the terrain to convert the graph into actual asset files such as displacement maps meshes and texture maps you can take to your dcc app or game engine. see building for more details.next stepslearn more read how primitives work in the primitives section. erosion has many intricacies which are crucial to learn. you can read more about it in erosions. try the lookdev nodes. they can create entire looks for terrain in single pass. they can replace or augment erosion nodes. color-production goes into more detail about how to create color maps. read the other pages of the using gaea section.tutorials try the following tutorials for more advanced workflow. tut-hero-mountain tut-shattered-mountain-lake"},{"url":"/Guide/Interface/Getting-around.html","hive":"User Guide","title":"Getting around","text":"uid getting-around\r title getting around the gaea interface the gaea interface sreamlined and minimal. all essential tools are available within the main interface. it split into 3 main parts the viewport the graph and the properties panel.viewport the viewports help you visualize your terrain components as you build the graph. there are 2 viewports the 3d viewport and the 2d viewport. the 2d viewport also doubles as an editor surface when using nodes such as island or mask. viewport toolbar gives you access to all the options for both the viewports and the lighting for the terrain. for further details see viewport.graph surface the graph the core of gaea. this where you take nodes from the toolbox and implement them on the graph surface. the toolbox menu allows you to change the toolboxs configuration such as full size or expert mode. the graph can be split into multiple tabs which are shown above the nodes. the tabs also share space with key graph tools on the far right such as pinned nodes the baking menu and more.the corner menu in the graph gives you additional options to move nodes between graphs for further details see graph.properties panel the properties panel lets you modify the nodes on the graph surface. when you select node the properties for it will be visible here. the post process stack available at the bottom of the properties panel. these adjustment options can help you skip the need to create additional nodes. between these the apply lock button. if node takes long time to process and has been marked as heavy or you have toggled auto apply changes to the node properties are not applied until you click apply. for further details see properties. this are also lets you switch to the build tab which houses the build manager. for further information see buildmanager. below the build manager controls the terrain definition. this where you can control the arbitrary scale of your terrain. for further information see scale.toolbars beyond the graph and viewport toolbars there are other toolbars across the interface. at the top the main toolbar shared with the title bar to give you maximum workspace area. it gives you access to key file commands and lets you change the resolution and quality of the viewport. the main menu accessed by clicking the gaea title. on the far right you can change the scale of the ui. you can also see the version and edition of gaea you are using. in the bottom right corner of the interface there are few advanced options for caching and memory optimization. for further details see cache."},{"url":"/Guide/Interface/Startup.html","hive":"User Guide","title":"Startup Screen","text":"title startup screen\r uid startup startup screen the startup screen your main entry point into gaea.project screen on the right side you have all the commands you need to get started. on the left side you can access the most recently opened projects.load license if your installation not authorized with license key you will find the enter license key button under the gaea logo. you can also access it from the about menu. without license gaea will revert to the community edition with resolution restrictions.commands command description - new project creates new project using the default template. right-click for alternate templates. open project opens an existing tor project file. sculpt existing terrain see erosion studio options. further details below. open quickstart browse through the collection of quickstarts and example files ships with gaea. recent files list of recently opened files. right-click for additional options. new version when new version available.open modes when opening gaea file you can choose one of the following modes either in the file dialog or by right-clicking the recent files list in the startup screen. open mode description - normal opens the file normally. force low resolution forces the file to use 512 x 512 preview resolution. this useful when your file saved with high resolution preview setting and you do not want to wait for the high resolution previews to build. session cache ignored in this mode. open and suspend engine the file opened at the saved resolution and session caches are also loaded. however the suspend engine option in the graph turned on so the nodes are not processed until the engine resumed manually. this useful for making quick adjustments to file without waiting for previews to build. menu commands the menu in the top right gives you access to additional options. menu command description - preferences opens the preferences dialog. disable 3d viewport this option lets you disable the 3d viewport and replace it with the 2d viewport. this can be helpful for diagnosing problems working in only the 2d view or quickly changing the settings in an existing file for building. help takes you to this documentation. about displays version and other information for the installed version of gaea. exit exits gaea.erosion studio project commands description - new sculpt imports an existing heightfield into erosion studio to begin new sculpting project. open project opens previously saved sculpting project to resume work or reapply the procedural sculpt on an updated heightmap. version updates clicking the new version command lets you see the release notes and changelog for any new versions are released. you can review the notes and choose to upgrade.when possible gaea will try to use patch upgrade to reduce the download size and avoid using unnecessary bandwidth on your internet connection.quickstarts the quickstarts browser lets you open examples and technique demonstration projects ship with gaea."},{"url":"/Guide/Interface/Viewport.html","hive":"User Guide","title":"Viewport","text":"uid viewport\r title viewport the viewport your primary method of examining and exploring terrains. it provides heavy duty 3d view of your terrain at different resolutions. gaeas viewport harnesses the powerful unity engine and has been deeply customized to fit advanced terrain systems. the viewport can process an 8.3 million polygon terrain in milliseconds allowing you to work at high resolution. 3d viewport alt and mouse left to drag. can be customized in preferences. wasd for directional movement. q and e for up and down. mouse wheel for zooming. mouse middle for panning. space to re-center on the terrain.when using stylus you may need to adjust the sensitivity for panning zooming and other movements. you can change the sensitivity in preferences. the toolbar on the side has the following commands 3d viewport first person mode (temporarily unavailable) toggle 2d viewport lighting and viewport settings 3d shading autolevel simple mode equalized mode (only visible with 2d maps)viewport settings the viewport settings let you modify the look of your viewport. for details of the lighting options see light. the colors section lets you modify the color gradients used for rendering the heightfields terrain and data mask outputs. you can optionally autolevel or reverse the terrain gradient. the water section lets you use the optional water surface. this superficial element does not affect the actual terrain or any nodes.first person view the first person view has been temporarily removed from gaea. it will be added again soon.2d viewport the 2d viewport provides flat previews with pixel-to-pixel accuracy. in many situations especially when dealing with masks you can see visual data may not be readily visible in the 3d viewport. the 2d view available directly in the main window alongside the 3d view when activated from the main toolbar in the top left. it can also be opened as separate window through the graph toolbar in the bottom right. mouse wheel for zooming. mouse middle for panning.2d mode the 2d mode lets you see an orthographic view of the terrain. additionally you can right-click the viewport to select secondary outputs if node provides them. for example you can see the erosion nodes wear or flow output without having to plug it into another node. by default the secondary output will be overlaid on the terrain. you can turn off the 3d shading in the toolbar to see the mask by itself.plain autolevel view this mode shows basic heightfield with minimal lighting. 2d maps are shown in grayscale with black representing lower areas and white representing higher areas. this great way to examine your terrain from an unbiased perspective especially when dealing with 2d data such as data map outputs secondary output from erosion and so on.you can change the gradient representing the mask color gradient in the viewport settings.equalized mode if the 2d view too difficult to see the equalized mode emphasizes the image to help you see better. this particularly helpful when working with delicate masks and other 2d maps. the equalization process superficial and does not affect the actual terrain. the mask color gradient even more useful in this context."},{"url":"/Guide/Interface/Build-Manager.html","hive":"User Guide","title":"Build Manager","text":"uid build-manager\r title build manager the build manager the build manager gives you easy access to crucial output preferences. it accessed by the build tab in the sidebar. mark for exportnode list the node list shows you all the nodes marked for export. you can temporarily toggle node by clicking the checkbox next to the node. this does not affect the build only the output. this can be useful when you just want to see few specific outputs or you need to go back to rebuild an older project for selective output. when node has multiple outputs such as the erosion and breaker nodes in this example you can individually toggle which ports should be saved as files.build settings you can define the output settings for your terrain. these settings are used for the build process which will create the asset output from your graph. you can choose platform game engine specific properties here.build destination you can choose the build folder and other options in this section. build switches are available from the dropdown icon in the build button. the build button starts the final build process.terrain definition the terrain definition lets you choose the overall scale interpretation of the terrain - both overall size and altitude. for more information on terrain scale and definition see scale. for further details on how to use the build manager see building."},{"url":"/Guide/Interface/Preferences.html","hive":"User Guide","title":"Preferences","text":"uid preferences\r title preferences preferences the preferences dialog gives you easy access to common preferences. it can be accessed from the gaea main menu. you can also access it from the startup dialog.workspace toolbox this option allows you to set the look of the toolbox buttons. the icon option shows the toolbox buttons as icons. the labels option shows labels in the toolbox along with small icons. you can select the hide option to hide the toolbox. nodes lets you select the node size in graph. three options are available small medium and large. connections you can select from 4 types of connections efficient straight bezier and circuit. colors this option lets you choose the color scheme for the ui. you can choose between normal and bright. optimize visuals for older hardware checking this option will reduce the visual effects. it will not impact functionality. this option will disable dropshadow effects in the ui slider hover preview and other ui details. this option requires gaea to restart. show favorites in graph you can check this option to show favorites in graph. ask before deleting node checking this option will ask you before deleting each node. unchecking this option will delete the node without your confirmation.viewport rotate this option lets you select the key combination to use to navigate in the viewport. you can choose from alt + mouser alt + mousel mouser mousel. quality you can choose the viewport quality from low medium high and ultra. viewport style viewport style options affect graph workflow only. select embedded to keep the viewport attached as part of the main window. select floating to detach the viewport from main ui and keep it as separate window. select floating top most to keep the viewport floating and on top of other windows. invert y-axis this option lets you invert the y-axis of the viewport.build gaea documents location you can set the location where your gaea documents are stored. central build repository this option lets you set the gaea build folder. cache location you can set the cache location.others autosave when performing major operations this option will autosave your files when performing major operations. you can access your autosave folder at c users [you] appdata roaming quadspinner gaea autosave. keep autosaves beyond 90 days gaea cleans up the autosave folder for files which are older than 90 days. check this option to keep the autosaved files beyond 90 days. check for updates on startup checking this option will check for updates each time gaea started. send anonymous usage data and hardware statistics gaea collects anonymous usage statistics and hardware data we use to improve the software. this information collected anonymously once month and does not contain any personally identifiable details."},{"url":"/Guide/Interface/Keyboard.html","hive":"User Guide","title":"Keyboard Shortcuts","text":"uid shortcuts\r title keyboard shortcuts interface shortcuts you can also access handy reference sheet in gaea from the help menu in the top right corner of the main window.general commands command shortcut - new ctrl + n open ctrl + o save ctrl + s save incremental ctrl + shift + s undo ctrl + z redo ctrl + y toggle 2d viewport f6 suspend resume engine attempt to cancel preview build esc viewport navigation commandshortcut - move forward left back right w s d move up down q e center terrain in viewport space node and graphgraph commands command shortcut - - quick search nodes tab zoom graph to fit all ctrl + 0 multimix selected nodes f8 convert connection to portal ctrl + p highlight entire chain from current node h highlight all ancestors (left side)left ctrl + h highlight all descendants (right side) right ctrl + h select descendants e select ancestors shift + e auto layout selected nodes f4 switch to desired tab ctrl 1-9 go to and select favorite node 1-9 show the exposed properties editor f12 node commands commandshortcut - delete node connection del duplicate node ctrl + d rename nodef2 refresh node f5 bypass node b pin node preview f pin node for color preview g mark node for save f3 bake selected node and ancestors f9 reset node to default settings ctrl + r cycle display mode ctrl + t open connect menu c open disconnect menu x open quick navigate menu add node to graph favorites ctrl + f2 collapse expand node f11 "},{"url":"/Guide/Interface/Commands.html","hive":"User Guide","title":"Command Reference","text":"uid commands\r title command reference commands gaea has commands spread through several menus and toolbars. below you can find full reference of all the commands in each area.main menu command description shortcut - new creates new project ctrl + n open opens an existing tor project file ctrl + o open recent recent files open recent file open an autosave browse recent autosaves save saves currently opened project file ctrl + s save as saves copy of the currentlly opened project file save incremental saves currently opened project file incrementally ctrl + shift + s import graph import an entire file or graphlet workspace customize the workspace. see workspace preferences change general options navigation shortcuts and default paths license load or change gaeas license about show information about gaea exit close gaea alt + f4 main toolbar command description shortcut - - new creates new project ctrl + n open opens an existing tor project file ctrl + o save saves currently opened project file ctrl + s save reminder timer reminds user after selected specided time interval save as saves copy of the currentlly opened project file save incremental saves currently opened project file incrementally ctrl + shift + s undo undo the last operation. open dropdown to see recent actions and optionaly undo them. ctrl + z redo redoes and undone action. open dropdown to see recently undone actions and optionaly redo them. ctrl + y help menu show help menu options ui scale change the user interface scale toolbox menu command description shortcut - show most used nodes only show nodes you use most often. you can toggle this frequently predictive services learn from gaea docs folder teach gaea which nodes you prefer from all documents in your projects folder. see learning. learn from this terrain teach gaea which nodes you prefer from the currently loaded terrain. see learning. list style standard show nodes by category expert show all nodes together. combine this with show most used nodes only for minimal experience. toolbox position full have the toolbox stretch the entire height of the workspace top have the toolbox nest inside the viewport bottom have the toolbox nest inside the graph graph menu command description shortcut - move selected nodes move currently selected nodes to an existing or new graph. portals will be created to preserve connections. import graph import an entire terrain file (.tor) or an individual graph (.graphlet) import seeds select an older or alternate version of the current file to import just seeds of all the needs export graph exports the current tab as .graphlet file show graph toolbar toggle the optional graph toolbar for easy access to some graph commands show node categories in the context menu for the graph show node categories similar to the toolbox show grid toggles the grid for the graph snap grid snap nodes to the grid items snap nodes to relative nodes nearby for easier organization node properties menu these commands require node to be selected. they will only work with one node not command description shortcut - reset node to defaults reset the currently selected ctrl + r upgrade node if you defer upgrading an old node while loading the terrain you can upgrade it later with this command. toggle auto-apply toggles automatic reprocessing of the node when values are updated. see the heavy nodes section above. revert node reverts the values back to the state they were when you selected the node. this state resets every time you go away from the node. it helpful to undo any accidental or experimental changes you may have made to the node after coming back to it from another node. save load state saves the state of the node to be recalled later using the load command. this preserved in the session only and resets when you close gaea or go to different file. copy paste settings copies and pastes settings to and from nodes of the same type. expose node exposes properties of the node for automation. see automation. show exposed properties shows unified properties panel with exposed properties across all nodes. this useful while working with exposed properties for automation. sliders show decimals show decimal points in the sliders. mute defaults mute colors of sliders are set to default values. it helps identify modified values faster. create preset saves current settings as preset file. import presets imports presets for this node from file. presets applies any existing presets for this node.toolbox menu command description shortcut - - learn from gaea docs teach the predictive system from your gaea docs folder. see learning. learn from this terrain teach the predictive system from the current terrain. see learning. list style standard show all nodes and highlight the ones are most used. expert show only most-used nodes. the rest can be accessed from the tab search in the graph. toolbox position full dock to the left of both viewport and graph. top dock to the left side of the viewport. bottom dock to the left side of the graph. screenshots menu command description shortcut - - "},{"url":"/Guide/Interface/StatusBar.html","hive":"User Guide","title":"Status Bar","text":"uid statusbar\r title status bar status bar the status bar gives you direct access to useful tools you may need throughout your workflow. status bar the left half shows you status messages while the right half contains the following tools. toolsscreenshot screenshots menu the screenshot button lets you quickly take screenshots of the viewport. clicking the button will take an auto screenshot of the viewport. the screenshot named after your current open file and suffixed with timestamp and saved in the gaea screenshot folder (eg rockyterrain_2022-11-10_23-00-32.png). right-clicking the button gives you screenshot options. you can choose to save screenshot to specific location and filename or take screenshot of the graph instead of the viewport. the supersampling option allows you to double or quadruple your screenshots resolution. for example if you are on 4k display 4x supersampled screenshot will be 12k in size. the supersampling occurs in realtime on the gpu and provides maximum fidelity to show off your terrains. 2k and 4k supersampling look fantastic with 4096 x 4096 previews. in addition you can choose to have transparent background in the screenshot.height picker screenshots menu the height picker lets you sample any location on the current terrain view and tell you the altitude in meters percentage and raw 32-bit floating point value.suspend engine suspend engine allows you disable all graph processing. this useful when you want to make multiple changes and dont want the nodes to update unnecessarily. for example if you wish to make multiple connections or change several settings across one or more nodes. you can suspend the engine make the changes then resume it. this can be toggled with the keyboard shortcut .passive optimizer the passive optimizer runs garbage collection and other memory optimizations in the background. it will offload cached viewport previews and other minor data has not been accessed in while. it recommended this be kept on at all times. this toggle provided for advanced cases where you may need to stop memory optimization for testing purposes or if you wish to retain memory at all times.build statistics build statistics the build statistics show the total build time of all currently built nodes. clicking the button gives you access to detailed statistics for your current graph which can be very helpful in identifying bottlenecks. additional pages in the statistics window let you see your all time usage statistics as learned by the learning. build statistics build statisticscache size build statistics the cache size shows the total disk space used by session caches (see cache). clicking the button gives you options to cleanup older caches to recover disk space.memory usage build statistics the memory usage shows the overall memory used by gaea for the current terrain. clicking the button gives you options to optimize the memory manually or discard different caches to recover memory instantly."},{"url":"/Guide/Interface/Workspace.html","hive":"User Guide","title":"Customize Gaea","text":"uid workspace\r title customize gaea look and feelgraph styleconnections stylecolorsworkspaceworkspace preferences by default gaea will reset to its default workspace layout on startup. if you want gaea to remember any panel size changes and visibility of 2d preview and more. open the preferences dialog and modify the desired elements. you can also choose save layout to also save the sizes of the different panels of the main ui. use reset layout to use reset to default to reset all settings to gaeas standard default.scaling the ui gaeas ui scales natively to high resolution monitors and high dpi resolutions. however on higher resolutions the ui may appear small. you can easily scale it up from the zoom menu situated at the top right of the gaea window. you can choose between 80% 100% 125% 150% and 175%. conversely if youre using 1080p or lower resolution the ui may appear slightly large. you can scale down to 80% to fit the ui within your resolution.default startup terrain by default when you create new file in gaea it will be blank. if you wish to use custom .tor file with specific node setup and build manager settings you can do so by saving the file as start.tor in the root of gaeas appdata folder. the appdata folder typically located at c users yourusername appdata roaming quadspinner gaeaso the file would be c users yourusername appdata roaming quadspinner gaea start.tor. now when you create new file gaea will create new project based on this file. if you wish to go back to the default blank file just delete the start.tor file."},{"url":"/Guide/Graph/Graph.html","hive":"User Guide","title":"Infinity Graph","text":"uid graph\r title infinity graph the infinity graph gaeas advanced graph-based workflow the key to creating sophisticated terrains. this open-ended workflow gives you the flexibility to create almost any kind of results you want.what are nodes? if you have not used node-based workflows before it may look intimidating but it isnt. gaea provides very artist friendly workflow where you are not required to create complex graphs to get good results. each node heightfield processor performs single task. by connecting several nodes you can create an elaborate program or recipe for creating complex process. some nodes provide more than one output and input. these additional ports can be used for more sophisticated processing of your terrain. typical node graph will start with primitive or create node have several modification nodes such as erosion or fx and then eventually be saved. node graphs can only go from left to right never the opposite. they represent one-way flow. try following some of the simple exercises in the tutorials section and you will see the graph quite easy to use. conveniences further enhance the way you create and manage nodes making it easy to try different things.separating the graph the infinity graph allows you to split your terrain graph across multiple tabs using portals. this allows you to separate concerns such as creating the main shape color production exporting masks and so on. by reducing the clutter complex processes become easier to visualize and modify. you can quickly navigate across graph tabs using theshortcut on nodes.you can move select nodes to different tabs. portals will be created as required to ensure your connections stay intact. see the portals page for further details on how to strategically create portals and chokepoints to better manage your graph networks. also see conveniences for various ways to manage nodes both within the graph itself and across graph tabs. "},{"url":"/Guide/Graph/Toolbox.html","hive":"User Guide","title":"Toolbox","text":"uid toolbox\r title toolbox the handy toolbox sits inside the graph giving you quick drag-drop access to all nodes. alternatively you can use the shortcut tab while in the graph to quickly access the search function which appears as popup next to your mouse cursor. using the toolbox you can drag and drop node from the toolbox to your graph surface. if you drop it on node it will automatically connect itself to nodes output.see conveniences for more details on how to use the toolbox convenience features. modes toolbox placement and other options are available from the menu in the top right corner of the toolbox.searchthe search feature will present itself when you press tab when the graph surface focused or if you start typing while the context menu for the graph open. search also shows up when you drag connection from port drop it in empty space and then start typing when the node creation menu appears. by default it shows the last few nodes were used. if you start typing it will give you list of nodes match your search. if you click search result the node will be created where your cursor is. if node selected then you press tab and then press shortcut or click node the desired node will be created and connected (primary out to primary in) to the selected node. shortcuts enter creates the first (or selected) node. ctrl + 1 through 9 create the subsequent.entering into the search field will bring up list of available portals. this reserved for connecting nodes rather than creating node.recent recently used nodes will show up separately in the search popup if you clear the search text giving you quicker access to frequently used nodes without having to explicitly set them as favorites. the recent nodes list maintained per session. it will be emptied when you exit gaea.customizing the toolboxmodesfavorite nodes appear bit brighter than the other nodes. to add remove node right-click on the node name and check show in favorites. when you toggle the small switch at the top of the toolbox only your most-used nodes are shown. to see how these nodes are chosen see learning. this option meant to be used frequently. when expert mode turned on the section dividers are removed allowing you more screen space for nodes. this mode more useful when used in conjunction with the most-used option. toolbox placement you can choose to have the toolbox placed in different positions. you can change this setting as frequently as you like from the toolbox menu. full bottom topthe toolbox can also be collapsed when not required."},{"url":"/Guide/Graph/Properties.html","hive":"User Guide","title":"Properties","text":"uid properties\r title propertiesevery node exposes set of properties or settings you can modify to influence the effect node has on the terrain. when you select node the settings become available in the properties panel in the right side of the interface. when you change property the effect immediately applied and made visible in the viewport - except when dealing with heavy nodes (see below). most nodes have limited type of properties integer such as 1 2 3 4 etc. they usually define quantity or finite value like angle. decimals such as 0.1 0.256 0.4885 etc. they usually define the strength or amount of certain setting. in most cases small changes can be quite powerful. toggle they usually allow you to turn feature on or off. choices these take the form of dropdown where you can select one of many options. color they allow you to choose color for the color production nodes. file they allow you to choose file from your computer. sliders with unmodified (default) values are shown with slightly muted colors. this can be controlled through preferences. some nodes may have special controls specific to them.one of the easiest ways to learn about nodes properties to experiment changing them to different values across the range to see the effect they have.if setting says something like iteration strength cycles or amount be cautious. high values may take longer to process. modifying values for properties allow numeric entry (integer or decimals) you can right-click the property and enter number. for values shown as percentages you can enter value in meters and gaea will convert it to the appropriate percentage or decimal value proportionate to the metric value in relation to the terrain definition set in the build tab. see scale for more information on this topic.microincrements the microincrements panel available when you right-click an integer or decimals property. with the microincrements panel you can achieve much higher precision in entering values. command description halve halves the current value. double doubles the current value. minimum uses the lowest allowed value. decrease large decreases by large value. (ex 10 in 100%) decrease small decreases by small value. (ex 1 in 100%) reset resets to the original default value. increase large increases by large value. (ex 10 in 100%) increase small increases by small value. (ex 1 in 100%) maximum uses the highest allowed value.seed reset seed reset minor enhancement in the microincrements ui. it sets the “default” seed value to whatever the random value when the node created. so if you play around for while and want to go back to the original seed you can simply reset the seed.flux markersflux markers are small dots represent previous values. they appear when you hover over the slider. when you move the slider the last 3 positions are marked with little dots in decreasing opacity levels. these handy little guides can be helpful when exploring settings. they reset every time you unselect node.heavy nodes we have classified some nodes such as erosion fluvial etc. as heavy nodes — meaning they can take long time to process and sometimes cannot be cancelled mid-process. updating multiple settings on such node can slow down or even freeze up the application. when you modify heavy node it will not update automatically. it will instead show an apply button which you can click when you have made your changes. if you move away from the node or select another node changes will be applied automatically so you wont lose any modifications. the apply button has an auto apply toggle button next to it. when you turn on auto apply particular node will update automatically. alternatively you can toggle the auto apply for any node via the properties menu. if node heavy to process even though it not marked as such you can toggle off the auto apply. or if heavy node performing quickly for you then you can toggle on the auto apply.additional informationpost processing the post process options sit right under the properties and provide quick access to common functions. see postprocess.properties menu the node properties menu provides access to additional functionality. command description - reset node (ctrl + r) resets all properties in the node to their default. upgrade node upgrades node uses an old processing version. see autosave. toggle auto-apply toggles automatic reprocessing of the node when values are updated. see the heavy nodes section above. revert node reverts the values back to the state they were when you selected the node. this state resets every time you go away from the node. it helpful to undo any accidental or experimental changes you may have made to the node after coming back to it from another node. save load state saves the state of the node to be recalled later using the load command. this preserved in the session only and resets when you close gaea or go to different file. copy paste settings copies and pastes settings to and from nodes of the same type. expose node exposes properties of the node for automation. see automation. show exposed properties shows unified properties panel with exposed properties across all nodes. this useful while working with exposed properties for automation. create preset saves current settings as preset file. import presets imports presets for this node from file. presets applies any existing presets for this node."},{"url":"/Guide/Graph/Conveniences.html","hive":"User Guide","title":"Convenience Features","text":"uid conveniences\r title convenience features quality of life for the user the baseline for all we do. gaea features large array of unobtrusive (and sometimes even hidden) features can go long way towards making your workflow more efficient. node managementquick create to create your first node right-click in the graph and type the name of the node you want to create. then hit enter. the node will be created at the cursor location. you can also press tab to search for nodes.next rather than setting up the next node in similar manner and then connecting it manually you can drag connection into empty space and use the quick create menu. you can click on particular node name from the quick create menu or you can type in node name which will show the list of matching nodes. selecting node from this list connects to your previous node. the quick create menu can also show suggestions based on your previous patterns. see learning for information on how gaea suggests nodes.drop createall other graph applications require you to drop the node connect it manually and then organize as needed. gaea does for you just drop the node on another node and theyll be connected and auto-organized. dragging node from the toolbox and dropping it on an existing node will automatically connect it to nodes primary output. if another node already exists the new node will be automatically organized for you.interject node drop interjectif you hold shift and drop node on an existing node the new node will interject itself between all the outgoing primary connections of the node. drag interjectif you hold shift then drag an independent node (not connected to any other node) over connection and release the mouse the node will interject itself between the 2 nodes of the existing connections.replace node right-click any node select replace node and type in the name of another node. the selected node will be replaced with node. if the connections match they will be kept with the new node. if any port names dont match chokepoint will be created to temporarily hold the connection so you can reroute them manually.get name from parent sometimes you have many outputs and you have to spend time naming them properly. then you need to add auxiliary outputs for those such as normals or data maps and it can become giant chore to name them all. the new get name from parent command in the node context menu can get the name of the parent and add the nodes own name as suffix. for example slope becomes erosion_slope.connection managementout-to-out quick connectionswhen you drag an output connection to another output connection combine node created with the 2 ports serving as the inputs for the combine node.multimixselect 2 or more nodes and click the multimix button. alternatively you can press f8. this will instantly create sequence of combine nodes to mix the selected nodes together. for more detailed control you can select 2 at time and multimix the results.connect menu the connect menu lets you quickly connect any port to an available portal. select node and press c to bring up the menu.disconnect menu the disconnect menu lets you quickly disconnect any port or even remove portal. select node and press x to bring up the menu. navigation navigating complex graph can be tedious process. you can use the following conveniences to make this lot easier.navigate menu the quick navigate menu can be brought up by selecting node and pressing . you can then navigate to any connected nodes including portals from other graphs. node bookmarksyou can bookmark nodes you go to frequently. right-click node and select mark as favorite. you can then access all bookmarked nodes from the favorites bookmarks menu in the graph toolbar. you can also use shortcuts 1-9 to access the top 9 nodes.auto layout even the most complicated graphs can be automatically organized. just press f4 in the graph. pressing f4 once will layout the graph in linear pattern. pressing f4 again lays out the graph in waterfall pattern. in the waterfall pattern gaea will intelligently try to figure out the junctions in the graph and stagger the subsequent nodes accordingly. you can layout portions of graph by selecting the nodes you want to organize. if no node selected the entire graph will be organized.while gaea will try to organize the graph as efficiently and tightly as possible it cannot anticipate all patterns. it recommended you apply auto-layout to portions of the graph at time - especially those with separate concerns or several branches - to prevent your entire graph from becoming organized too tightly. "},{"url":"/Guide/Graph/DragOut.html","hive":"User Guide","title":"Drag Out","text":"uid dragout\r title drag out drag out shortcut feature in gaeas graph. to drag out click on port on node drag line and then release the mouse. if you drag out line into an empty area the create menu will show up. if you drag out line to another port it will try to connect the 2 ports. if you drag out line and drop it in the middle of another node the connection menu will appear."},{"url":"/Guide/Graph/Portals.html","hive":"User Guide","title":"Portals and Chokepoints","text":"uid portals\r title portals and chokepoints portals the portal node unique concept in graph-based applications. like wormhole portals allow you to connect nodes across vast gaps (or short ones) without visible connections. they not only improve your quality of life but also dramatically change how you think of and use graphs. when using the graph portals can be used to connect nodes across different graphs.creating portals any output port in node can be converted to portal. you can create portal in many ways dragout connection. in the menu appears select make portal. select node and press c to bring up the connect menu. select the port you wish to convert to portal. you can also hold down ctrl while selecting the convert menu command and gaea will connect chokepoint to the desired port and then convert the chokepoint into portal. this very useful to avoid having to reroute connections if you change the node itself or want to add another node after it. you can also convert existing connections into portals. select one or more connections and press ctrl + p to convert the connections into portal connections. once portal created small tab with the ports name will be visible next to the node.connecting to portals you can connect to portal in multiple ways dragout connection and you will be presented with list of available portals organized by graphs.dragout connection and type when the menu shows up. this will present you with searchable list of all available portals. once portal connected tab showing the name of the portal will be visible on the target nodes input port. the color of the tab represents the node type of the portal. you can rename the portal node to change the name displayed in the portal tab.you can connect to portal port like normal connection. this will create standard connection. both type of connections can co-exist however using just one recommended to avoid visual confusion.disconnecting portals to disconnect portal from target node select the node and press x. you can select the port you wish to disconnect from the portal.reverting portal to convert the portal back to normal node dragout connection from the portal and select remove portal. any connections to other nodes in the same graph will be converted to normal connection. connections to other graphs will be deleted.chokepoint the chokepoint node special node whose sole purpose to help avoid re-connecting many nodes while adding no memory overhead. often graph ends up with natural chokepoints - single node referenced by several other nodes. if at later point you want to modify important node you would need to reconnect all the connections. this can be awkward time consuming and dangerous in some situations. in this example the second erosion node the chokepoint. it feeds several other nodes while being critical junction in the terrains creation process. it more or less the last node in the terrain creation. the easy solution to interject chokepoint node onto the important node. you can hold shift while drag-dropping chokepoint on to the erosion node to interject it and have gaea reroute all connections. now everything routed through the chokepoint allowing you to experiment with the erosion node later and only reroute single connection when needed. the chokepoint can be further organized by making its output portal. you can select all the outgoing connections and press ctrl + p to turn them into portal connections. this especially useful when working with multiple graphs.you can give chokepoints (or any node) an icon instead of text. select node and press f2 to rename. inside the rename field press win + . to bring up the windows emoji picker. you can pick any emoji. this will create an icon for the chokepoint instead of an abbreviation. "},{"url":"/Guide/Graph/Predictive.html","hive":"User Guide","title":"Predictive System","text":"uid learning\r title predictive system\r altkey smartsearch\r alttitle smart search learning and predictive system gaeas internal (and fully local) predictive system learns your node creation and connection patterns as you work. this system built into the conveniences and the toolbox. once you get used to the predictive suggestions you can halve your graph creation times in most instances.how does it work? gaea keeps track of the nodes you use and how different nodes are connected to each other. it then predicts the type of node you might want to create and puts first in the list. the predictions are just suggestion. they show up separately from the main create menu and are completely optional.predicting connections when the quick create menu shows up it will attempt to detect if any patterns exist and try to suggest nodes you are likely to use. for example if you find yourself connecting autolevel to the flow output of the erosion node dragging out connection from the flow port and dropping it into empty space on the graph surface will bring up the quick create menu and autolevel may be one of the suggested nodes. the suggestions are color coded to help you quickly identify the type of the nodes.showing most-used nodes in the toolboxs menu you can select show most-used nodes only. this will hide from the toolbox the nodes you dont use frequently giving you more screen space and making it easier to find the nodes you do use.the other nodes are still available in the quick create menu and search box. for easier access you can do this frequently using the small toggle switch next to the menu. helping gaea learn gaeas predictions are based on its understanding of your usage. you can direct it to learn from existing files or the currently open file from the toolbox menu.you can choose how far to go into your gaea docs folder. gaea will then parse every file to learn the connection patterns and preferences. it may take few moments depending on how many files you have in your gaea docs. once finished gaea will immediately be able to give you improved predictions.this directed learning mechanism can be quite useful when creating clean installation or installing on new machine."},{"url":"/Guide/Graph/Sharing-Graphs.html","hive":"User Guide","title":"Organizing and Sharing","text":"uid sharing-graphs\r title organizing and sharing the infinity graph makes it easier to re-use graphs so you dont have to recreate common structures repeatedly. organizing into multiple graphs lets explore this concept with an example. we have graph where we first create the terrain then texture it using specific process. to keep the graph clean its great idea to split the 2 portions into their own tabs. you can do this in 2 ways create new tab and create the texturing graph structure there. you will need to manually set up portals to communicate across the graphs. create the texturing structure in the first graph then select the nodes of portion and use the graph menu to move those nodes to new graph. gaea will automatically convert any relevant connections into portals. using portals and chokepoints in our example were relying on 2 specific outputs - the erosion nodes primary output and the flow output. we convert those 2 into portals. now those outputs can be accessed from any other graph tab. in the second graph the texture and rockmap nodes rely on the primary output while the second combine node relies on the flow output. we can easily connect them with portals however in this case we have setup 2 chokepoint nodes. this not necessary but can be helpful for multiple reasons portals can sometimes be visually confusing as we dont get to see visual flow from the lack of connection lines. by funneling things through chokepoints we get to see the flow and multiple nodes can connect to the same chokepoint. this reduces the clutter can occur if you have too many connections to the same portal. chokepoints make it lot easier to reconnect multiple points. for example if at some point we decide to process the erosion node further by adding another nodewithout chokepoints you would end up having to reconnect several nodes. here you would just reconnect the chokepoint. in fact for extra clarity and ease of use you can set up chokepoint in both graphs and turn the first chokepoint into portal instead of turning the node into portal. lastly chokepoints become gateways when you share graph. sharing graphs lets say you like this texturing technique and want to use it in other graphs later. this very easy to do when you have chokepoints set up and the part of the graph you want to share in its own tab. you can export graph by selecting export graph in the graph menu.in the other file you can use the import graph command to bring in the export graph. it will get its own tab like the graph from where it was exported. all you need to do next connect the appropriate nodes from other graphs to the chokepoints of the freshly imported graph. "},{"url":"/Guide/Using-Gaea/Create-Shapes.html","hive":"User Guide","title":"Create with Primitives","text":"uid primitives\r title create with primitives gaea terrain software utilizes geological primitives such as mountain ridge and crater to create basic geometry. unlike traditional cg applications rely on geometric primitives like cubes and spheres gaea allows users to generate more natural realistic landscapes through the use of geological primitives. this unique approach to terrain creation allows users to easily create stunning complex environments are full of detail and variation. procedural primitives most of gaeas primitives fall into this category. they generate basic geological shapes can then be processed and eroded to look like realistic terrain. procedural generation allows you to create an infinite number of variations from the same node. primitives often have property called seed can be used to randomize their shape. by changing the seed value you can create multiple primitives are based on the same general concept but have distinct and unique shapes. this can be useful for creating variety of objects share similar characteristics but are not identical such as field of different-shaped rock formations or mountain with differently shaped ridges. the seed property allows you to easily create variations of primitive without having to manually adjust its shape each time. primitives come in 2 forms basic primitives and geo primitives.primitives these nodes provide low-level direct access to the most rudimentary procedural shapes such as fractal noises and simple geometry. perlin voronoi and gradient are common primitives. by themselves they only create basic shapes. when combined with other primitives and processed properly with shape modifiers such as erosion and lookdev nodes they can be transformed into realistic terrains. multiple primitives can be put together using the combine node. when multiple primitives are combined they can produce sophisticated shapes.geo primitives geological primitives or geo primitives for short are more detailed specific type of creator node. one of the key aspects of geo primitives to provide shapes require very little erosion. while normal primitives create basic shapes geo primitives create complete geological elements such as ridge badlands dunes crater and so on. this can be very useful timesaver because you get near-complete shapes with single node. when processed with erosion or one or more lookdev nodes you can produce complete terrain without having to create elaborate node networks for these tasks. see first-terrain for simple example.hand drawn primitives the mask node can double as shape. simply press t to display the mask as change its preview to heightfield. you can process it further with the fx apex and warp nodes then apply erosion on it to make it into mountain. you can also pin the erosion node then go to the draw node and edit the shape and get the eroded result in realtime. while the island node allow you to draw shapes which serve as guides will be turned into complex archipelago. see tut-draw-modify.file import to import heightfield in any major 32 16 or 8-bit image format create file node and load the desired file. you can simply drag and drop valid file on the graph and file node will be created for you.importing meshes the new heightfield capture tool takes an obj file and lets you convert it into terrain you can use in gaea. import any obj as heightfield using obj2heightfield the workflow very simple in gaeas main menu select import \u003e obj2heightfield. select an obj file to load. alt + mousel to rotate the view. w e r to move rotate scale the mesh. you can see the capture preview in the bottom right. use the preview toggle to see heightfield approximation in the viewport. click capture to save the heightfield. repeat to save more captures. when finished click return to gaea. gaea will then let you import the capture. toggle preview during import to inspect if there too much vertical tearing. once imported the heightfield just like any other output and you can use any gaea tool on it. the imported heightfield. with erosion and other effects applied."},{"url":"/Guide/Using-Gaea/Modify-Shapes.html","hive":"User Guide","title":"Modify Shapes","text":"uid modify\r title modify shapes modifying shapesadjustmentsfilterserosion and lookdevmasking masking core mechanism you will need to rely on when working with procedural shapes in node graphs. at its most basic masking works exactly as it would in paint program define an area and only part modified. mask must always be heightmap not color map. brighter areas are affected more; darker areas are affected less. in gaea you will mostly deal with 2 types of masking - process mask and blending mask.process mask almost every node contains mask input port. if you connect mask to node the processing of node applied only within the masked area. for example if you mask terrace node the terracing effect applied to the brighter areas. the mask node often useful in situation where you can manually draw freehand mask.blending mask blending masks are more useful because they provide extra flexibility. to create blending mask 2 different nodes are connected to combine node. the mask will blend the 2 terrains as defined by the mask. brighter areas defined by the mask become terrain a; darker areas become terrain b. the added advantage with the combine node that instead of simply blending the 2 terrains you can use one of several different blend modes such as add subtract max etc. while the mask node useful here too you will probably use data maps such as slope or height more often.it worth noting that even though portion of terrains surface may be masked gaea will process the entire surface and then apply the mask. internally the masking the same as blending mask where the processed version of the terrain and b the unprocessed version.masked combine node much faster to reprocess than an effect or erosion node masked. if you tend to change your mask frequently you can achieve gaeas built-in masking manually. this done by connecting the processed output to combine nodes input1 and the original unprocessed output to input2 and finally setting the combine node to blend mode with 100% ratio."},{"url":"/Guide/Using-Gaea/Pinning.html","hive":"User Guide","title":"Pinning Nodes","text":"uid pinning\r title pinning nodes pin node for focus pinning node locks the preview to node. when node pinned changes made to the other nodes will force updates to all nodes between node and the pinned node. this allows you to see the end result of change. to pin node right-click it and select pin. you can also select the node and press f. now when you edit any other node before the pinned node the changes will propagate all the way to the pinned node every time. the pinned node can be accessed quickly from the graph toolbar. it shown as green link. pin node as underlay when viewing 2d masks data maps or color nodes the 3d and 2d previews are rendered as flat planes. to see how the same mask or color map would look on 3d surface you must choose which terrain node to use as the underlay. in most situations this will be the last terrain node before you begin the color creation process. to pin node as the underlay right-click the node and select pin as underlay. you can also select the node and press g. the underlay node can be accessed quickly from the graph toolbar. it shown as purple link. color map visualized without an underlay. color map visualized with the erosion node marked as overlay.beware of downstream underlays be mindful when you modify nodes are before the underlay. if they are part of the chain leads up to the underlay node modifying them will cause all nodes in between to update as well much like normal pinning. this can make gaea slow when working in 2k or higher preview resolution. if gaea detects such an underlay it will stop further propagation and the underlay will not be automatically updated. red exclamation button will flash in the graph toolbar. you will need to select the underlay to update it manually."},{"url":"/Guide/Using-Gaea/PostProcess.html","hive":"User Guide","title":"Post Process Stack","text":"uid postprocess\r title post process stack\r section true the post process options are below the properties and provide quick access to common functions. using the post process stack allows you to skip creating common adjustment nodes. this reduces the clutter in your graph and increases efficiency. post processing options offer other choices. these are individual options which you can turn on off per your requirements. turning on particular option e.g. bias-gain will show the sliders bias and gain. not all effects are shown in the quick access toolbar. to access all the other effects you can use the ... menu next to the toolbar. process description - autolevel (lv) automatically levels the terrain where the heights are proportionately distributed between the highest and lowest. see autolevel. log applies logarithmic scaling bulks up the terrain. see autolevel. equalize (eq) equalizes the terrain where the heights are linearly distributed between the highest and lowest. see autolevel. max selects the higher of the 2 inputs. see combine. min selects the lower of the 2 inputs. see combine. diff creates the difference of the 2 inputs. see combine. invert (inv) inverts the terrain. clamp the terrain proportionally reduced in height. see clamp. clip the terrain clipped beyond the extents provided. see clamp. blur applies blur to the terrain. shaper (人) bulks up or bulks down the output. see shaper. raise (⨂) uniformly increases the height of the terrain. displace (〰) distorts the terrain using built-in noise. see displace. autolevel mask (msk) autolevels in the incoming mask if the node has mask port and connected. influence blends between the original unprocessed and processed versions. see combine. drop to floor removes any extra height from the bottom of the terrain.influence drop to floor and additional parameters for other modes (when turned on) are visible only when you expand the post process stack. the influence slider very simple yet powerful tool for layering effects. it blends the output back with the input allowing you to manage the influence of the current node. "},{"url":"/Guide/Using-Gaea/Erosion.html","hive":"User Guide","title":"Eroding Terrains","text":"uid erosions\r title eroding terrains\r alts selective-processing deterministic-output erosion the primary process through which we turn abstract and geometric shapes into believable terrains. it one of the most crucial parts of any procedural terrain. hydraulic erosion the erosion node the primary erosion node in gaea. it provides sophisticated erosion with very easy to use interface. the erosion node provides control over the scale where you can choose the size of the largest erosion feature and the overall scale of the terrain. resolution independence the erosion nodes algorithm addresses one of the biggest problems in digital erosion it preserves features across different resolutions. this means 512 x 512 preview build will maintain essential parity for all major erosion features with high resolution 4k or 8k build. you no longer need to guess the output type. the algorithm also creates exquisite flows with naturalistic curves never before been seen in digital erosion.selective processing while the erosion node can be masked using the standard masking process (see modify) the area mask input gives you additional options. when an area mask connected you can control the rock softness precipitation or erosion strength. unlike the standard mask the area mask allows the processing to be masked but not the shape. for example you can mask out the top part of volcano and choose precipitation as the area effect. this forces the erosion-inducing precipitation to occur only within the masked area. but the resulting erosion can flow out and affect the rest of the terrain. for more information see selective processing in erosion.layering erosion erosion can give you even more complex results when used multiple times. great way to create sophisticated erosion to use multiple erosion nodes. single erosion pass fine but will restrict you because of the settings you can use. in this example we have selective processing set to altitude with high duration of 30% for creating the initial pass. the strong grooves flow structure it creates will guide the erosion in subsequent passes.for the second pass we have default settings except for 100% downcutting and 100% base level. this creates strong flow structures everywhere.the third pass fully default. it takes the general larger variations created in the previous passes and homogenizes the overall texture yet keeps the larger features. optionally higher inhibition can be used to create more sediments at the bottom. erosion vs. wizard gaea gives you 2 ways to use our hydraulic erosion simulation process the erosion node which provides absolute control over every aspect or the wizard node which offers easier access to the major aspects. both use the same simulation underneath but provide different interfaces. both have pros and cons. erosion provides access to all the simulation controls but it can take some time to find the sweet spot for many different settings. wizard on the other hand offers fewer easier choices and various recipes for creating different types of results but it does not allow you to fine tune your results. if you need the erosion effect but dont want to art direct every tiny aspect then wizard the perfect node. even for experts it quick and simple way to add erosion in your graph. if you need precise control over different aspects of erosion and want to fine tune downcutting or deposits then erosion the perfect node for your situation. selective processing only available in erosion. however common uses of selective erosion such as eroding just the top to create channels or rivers are provided as phase 2 options in wizard. feature erosionwizard - gaeas signature erosion simulation yes yes control over the erosion complete limited ease of use limited complete selective processing yesno data map output yes yes built-in multi-pass erosion no yes we recommend using both to understand how they will benefit your personal process.data output the erosion and wizard nodes create 3 key data outputs data description - wear the portions where erosion removes sediments. deposits the resting position of those sediments. flow the path of the sediments from their original location to their final resting position. these maps can be used for texturing or for driving other nodes.like other data maps the output may not be readily visible to the human eye. you can use fx to autolevel or equalize the output. you can also use abs to create solid mask.in digital terrains inexperienced artists will often try to use the flow output too prominently for texturing. while this may work in some situations it tends to create unrealistic textures and can make your terrain look fake and cg. see the misconceptions section below.determinstic output it worth noting that due to the nature of the algorithm and parallel processing the erosion flow may differ slightly each time. to ensure 100% exact results every time you can turn on the deterministic option in the erosion node. this will force gaea to use single processor core which will result in slower processing but will ensure your results are completely predictable. this may not always be necessary. there are also workarounds. for example if you wish to control certain major flow lines you can create mask for the starting points of those flows and feed it to selective processing. this usually done best in second erosion node while the first provides general erosion across the terrain.misconceptions there are few misconceptions about erosion in procedural terrains mainly stem from outdated ideas from previous generation software or inexperience with the medium.erosion should be the last step previously artists would use erosion as the very last node in the construction of terrain because hydraulic erosion was the only process could provide flow deposit and other data maps to be used for texture creation. this technique based on technological limitations from over decade ago. former paradigm trained artists (incorrectly) and has led to limited creativity in digital terrains. further it unsuitable to use the flow data from an erosion node as the primary driving force in texture. real terrains rarely have clean flow lines - and those too are mostly in the form of rivers. such textures make digital terrains extremely conspicuous. with cutting-edge software like gaea there are many options for generating data maps at any point in the graph. this removes the need for erosion data for texturing purposes. you can use texture to create the base for any procedural color map. flow soil rockmap occlusion and other data maps can generate texture-friendly data without actually processing the terrain. see the tutorials section for practical examples.erosion mandatory another old belief erosion required after any processing to ensure the terrain looks believable. while this may be true in some cases if you are using lookdev nodes or other erosion processes applying hydraulic erosion may detract from the non-hydraulic-eroded look you desire because it creates soft soil deposits and erosive flows. lookdev nodes such as canyonizer stacks anastomosis shear etc. can create effects dont need to be reprocessed with erosion to be believable. see tut-rugged-outcrops for an example of how lookdev nodes can eliminate the need for manual erosion.thermal erosion thermal erosion the sister to hydraulic erosion. while used less frequently thermal erosion equally as important in most environments.debris from erosion ^wipcombining with hydraulic erosion in the real world hydraulic and thermal erosion occur together. you can mimic this behavior by chaining thermal and erosion (or wizard) nodes as shown in the layering erosion section above. chained sequence of wizard erosion and thermal nodes selective processing can be very powerful tool in such chain of nodes.understanding anisotropy thermal stress anisotropy governs how erosion and the resulting rock deposits are shaped. it smooths the terrain while eroding. low values largely keep the original terrain intact. high values create stronger talus while eroding the original terrain. for example sharp peaks get eroded heavily with high stress values. the image below shows simplified version of how thermal stress anisotropy affects terrain. "},{"url":"/Guide/Using-Gaea/LookDev.html","hive":"User Guide","title":"Look Dev","text":"uid lookdev\r title look dev lookdev or look development nodes are composite nodes allow you to quickly achieve specific geological formations from simple shapes with minimum effort. you can even create complete sophisticated environments from simple shapes with these specialized nodes. each lookdev node targets particular type of look reducing the need for you to custom build processing network. fast look development usually procedural artists must rely on trial and error to come up with techniques to shape terrains for specific looks. for example realistic stratified mesa formation in gaea would require anywhere between 12 to 20 nodes. however the stacks lookdev node can create exact look by itself. lookdev nodes use composite algorithms attain an extra level of quality and detail not directly possible by using set of nodes. the shatter node can take any terrain whether simple shape or complex construct and create surface impacts by breaking down the terrain in various ways. the canyonizer node can make canyon networks on terrain. at low-yield it can be used to add lots of semi-superficial detail to an existing shape. see the tut-shattered-mountain-lake tutorial for full example. for more information on gaeas lookdev nodes see the individual node pages in reference. usage strategies in most cases single lookdev node can yield the desired shape. however adding the same node after and maintaining low strength in both can produce more elaborate effects. for example 2 low strength canyonizer nodes can generate more complex canyon system than either node can create by itself. it often useful to add mild erosion node after using strong lookdev nodes such as stacks to add some residual erosion. in such situation using the max effect in the postprocess also useful to avoid changing the shape too much. primarily lookdev nodes are for creating terrains. however nodes like canyonizer anastomosis and shear can also be useful when making textures masks. for example adding shear node to texture nodes output can create distinct variations. most importantly you can use lookdev nodes to take basic shapes and turn them into elaborate terrains in minutes. great example of this process shown in the tut-rugged-outcrops tutorial.lookdev nodes are fast for the amount of work they do. however depending on the shape of the incoming terrain and the node in question it may take little bit longer to process. these nodes should be used sparingly; otherwise they may become overkill - both for build speed and the unnecessary amount of detail they can add. the latter can sometimes even create unwanted shapes at very high resolutions. if you do end up using several lookdev nodes cache are great ways to keep your workflow swift. "},{"url":"/Guide/Using-Gaea/Color-Production.html","hive":"User Guide","title":"Procedural Textures","text":"uid color-production\r title procedural textures\r section true ^wip the core concept all the processes for creating color textures in gaea are dependent on flowing color ramps gradients into black and white mask. lets take look at basic example. the lowest part of gradient corresponds to the lowest part of the terrain. the highest part of the gradient corresponds to the highest part of the terrain. everything in between distributed as dictated by the gray intensity.todo image in this example you can see how the gradient from cluter node maps to the heightfield.todo image if however you take the same clut map and use flowmap instead of using the height of the terrain as the input you get different type of texture output follows the flow lines of the flowmap output. to help you create complex procedural masks from which you can create color textures gaea provides an array of nodes known as data maps. what are data maps? data maps are special masks. they let you select basic aspects of the terrain (such as slope angle curvature) or synthesize complex data through simulations (such as water flow soil deposits etc). additional quick texturing data maps such as texture and surftex help create pseudo-random texture masks through which you can quickly achieve color textures with minimal effort. these nodes break the traditional basic data (slope angle etc) + chaos (perlin noise) method or the heavy reliance on flow output from erosion. in these situations you need to find good seed to make it work. with data maps there visual randomness but its created from systematic analysis of the terrain and follows natural principles. the resulting color maps created from this data look more believable. basic texture with data maps the following tutorial continues from tut-create."},{"url":"/Guide/Using-Gaea/Building.html","hive":"User Guide","title":"Build and Export","text":"uid building\r title build and export\r related buildmanager build-swarm scale the output from your project must be saved to file in order to use it elsewhere. to do this you must build the output. when you build the output gaea will create it at your target resolution. this may take while to build depending upon the complexity of your terrain and the effects used. over the course of complex project saving and managing the appropriate outputs can become tedious task. managing outputs for several different nodes especially those with multiple outputs (like the erosion node) can make it even worse. the buildmanager simplifies how builds are saved organized and managed for future use. export optionsquick export marking for export instead of creating dedicated output node and having to specify the file to save you can mark node for automatic output. any node can be marked for export by right-clicking node and selecting mark for export or by pressing f3. when you build the terrain all nodes marked for export will be saved to file. if node has more than one output all outputs will be saved. once node marked for export it displays this icon underneath the node. by default the name of the node will be used as the filename. the filename format and the outputs ports to export are modified in the build tab. the files are saved in the path set in the build tab.output node if you prefer direct control over where and how the files are saved you can use an output node. this also useful when you want to save the same output to multiple formats and set up an output node per format.mesher node if you wish to export your heightfield as mesh you can use the mesher instead of output. mesher the only the way to save the output as mesh.build mutations gaea provides mutation facility during build to generate multiple variations of the same terrain. you can select up to 99 mutations in the build manager. this will run the build once per each mutation where seeds of all nodes are randomized. doing this gives you unique terrain in every mutation while still following the core recipe of your graph. build mutations build mutations build mutations build mutationseach mutations .tor file stored with the output so you can manually tweak specific mutation if desired. you can also specify mutations in the command line in the build-swarm.buildmanager build-swarm scale"},{"url":"/Guide/Using-Gaea/Save-Strategies.html","hive":"User Guide","title":"Build Strategies","text":"uid savestrategies\r title build strategies strategies for build outputdisable extra outputs several nodes such as erosion snowfall and fractalterraces provide secondary output. when you mark these nodes for export by default all ports are set to export. in the buildmanager node list you can open the dropdown next to the nodes name to select which ports are exported. by excluding ports are not required you can speed up the build process and reduce the amount of data each build generates.use chokepoint or fx instead of output the output node specifically built for custom save options or locations are different from the standard options provided in the build tab. if you just need to organize your files you can use lightweight nodes as an alternative. both chokepoint and fx are extremely lightweight nodes dont add any extra processing time. you can use these nodes to save specific port to different name format and so on. lets take this example we have two heavy nodes snowfall and erosion. we need to save both in 32-bit raw format. however when we set the format in the build tab the extra maps such as snow flow and wear will also be saved as .r32. this problem because those lightweight masks are better off as 16-bit png files for easier consumption. so what we do set the erosion and snowfall nodes output save option in the build tab from all to main. this can be done by opening menu item and selecting primary only. then we attach an fx node to the snow output of the snowfall node and another to the flow output of the erosion node. both fx nodes are then marked for export. in the build tab the output format for both set to .png and custom file names are added. as an added benefit we can autolevel the flow map which can be helpful when it very subtle."},{"url":"/Guide/Using-Gaea/Resolutions.html","hive":"User Guide","title":"Understanding Resolution","text":"uid resolutions\r title understanding resolution\r section true resolution one of the central precepts of terrain design. when you work on terrain and especially when you export the amount of detail in the final result calculated based on the size or resolution of the export image. even when you export as mesh the image resolution critical. in gaea you work with 2 different resolutions preview resolution and export resolution. preview resolution the preview resolution controls the quality of detail of your terrain preview in the viewport. you can choose from 512 x 512 (0.5k) up to 4096 x 4096 (4k) resolution.the higher the resolution the more detail you will get. higher resolutions however can take 4x longer to process the image. switch to higher resolutions only when you need to. you can change preview resolutions as often as you like. when you switch the resolution the terrain preview rebuilt. for 0.5k and 1k previews the process usually fast. for 2k and 4k it can take longer.4k resolution previews are still experimental and not fully optimized. this may lead to slower performance with complex graphs. export resolution the export resolution controls the quality of detail in your built exported terrains. in gaea there no limit on maximum resolution except for what your hardware allows. by default you can export to resolutions of 1024 2048 4096 8192 16384 (16k) and 32768 (32k).for resolutions beyond 16k we recommend using tiled-builds to contend with unlimited resolutions on even modest hardware. like with preview resolutions high export resolutions can take longer than the preview - something to be expected with builds. in essence when you create terrain at preview resolution youre creating template with your settings. when you build terrain gaea takes preview template and uses those settings to build the terrain from scratch using the full export resolution. this results in more detail than possible in previews. for more information on building terrains see build-manager. resolution dependence all terrains heightfields no matter how procedural are still bound to the limits of their resolution. while most aspects of gaea are resolution-independent - meaning an effect or shape will remain the same across different resolutions - there always chance certain shapes and effects may change across several nodes when seen at different resolutions. this natural side effect of heightfield-based terrains. to make sure the results are as expected it helpful to build and export the terrain at final resolution once in while. if the shapes change and you are unsure where on the graph it happens you can mark for export several key nodes in your graph and examine where the changes occur.forcing resolution if you want to enforce specific resolution you can do so manually by saving the graph up to the desired node at your desired resolution. then you can import it to new graph using the file node. this will upscale the file to the new final resolution."},{"url":"/Guide/Using-Gaea/Cache.html","hive":"User Guide","title":"Baking and Caching","text":"uid cache\r title baking and caching gaea uses various forms of baked caches to speed up processing and build times. bakingwhat baking? in gaea baking means building node to specific high resolution and then storing it in locked or baked form. baked node can display previews at higher resolution than your normal preview while allowing you to work with the current lower resolution previews for the rest of the graph. viewport previews at higher resolution enable you to discern finer detail and resolution-dependent shapes. however keeping your previews at 2k or 4k can be slow especially when working with large graphs. when part of the graph finalized and you do not anticipate any changes even temporarily you can bake part of the graph to prevent it from being reprocessed when the file loaded or the nodes are refreshed. if you select high resolution for the baking the baked preview will be stored at resolution while the rest of the unbaked nodes are shown at the current preview resolution. once further nodes are finalized you can bake those too. use the bake menu to choose baking options. with the bake menu in the graph toolbar you can choose the resolution for baking bake or unbake nodes and use the session cache.baked cache baking nodes can help save time when editing the graph or building the actual graph. unlike the session cache baked cache permanent. baked node cannot be edited unless it unbaked. to bake open the baking menu and select the resolution you want to use for baking. in most cases you should select the same resolution as your final build. once the resolution set select the node you wish to build and click bake selected in the baking menu. the selected node and all dependent nodes (the entire node tree left of the node aka ancestors) will be baked.changing the resolution after nodes have been baked will invalidate existing bakes. nodes can be baked to maximum of 8192 x 8192. higher resolutions will be available in the future. as portions of your graph are finalized you can bake them to prevent having to reprocess them repeatedly. when building the final terrain the build-swarm will use cache for those nodes instead of building them. this can significantly speed up build times. nodes can be unbaked through the baking menu.working fastersession cache session or soft cache helps resume your work faster the next time you open the file. it disabled by default so you have to opt-in to use it. to enable open the baking menu and enable cache graph on close. when closing the file whether by exiting gaea or switching to different file gaea will save all the processed nodes cache to file. next time you open the file instead of reprocessing all nodes from scratch gaea will load the session cache to memory.for better performance use solid state drive for your cache location.linchpin nodes an added bonus of baking it can free up lot of ram. when loading baked cache gaea will only load linchpin nodes. linchpin node baked node connected to unbaked nodes. ancestors of linchpin nodes are not loaded thereby saving processing power and memory. consider this graph. the perlin node connected to 3 different nodes which eventually come to single multicombine node. the erosion node here relies only on the multicombine so keeping the data for the previous 4 nodes unnecessary. when you bake the multicombine node gaea will detect it the linchpin and unload the previous nodes. non-crucial nodes such as these are depicted with dotted border to show they are not loaded. baked nodes are not loaded can be loaded through the property editor. however if you wish to modify anything it recommended to unbake and bake portions of the graph.export from preview cache gaea can preview up to 4k. often you will work in 2k for high definition previews and want to save out the entire exportable node set at 2k for testing in your dcc application or game engine before firing off full build. to do this you run the build manager which rebuilds the whole world. but you already have the world built at 2k from your preview when your preview resolution and the export resolution are the same the build manager will ask you if you wish to just save the preview cache instead. this will save you time from having to rebuild an already built terrain.cache locations if your file myfile.tor the baked cache will be stored incaches hard myfile_09cb3a next to it. for session caches all caches are stored in the central cache repository. it will follow the same naming pattern such ascaches soft myfile_09cb3a. the root path for the cache repository set in the preferences. the cache readout in gaeas status bar will show you the size of the cache. clicking the readout button gives you options to cleanup old cache data.the hex code at the end of the cache name prevents collisions between 2 files of the same name when using central repository."},{"url":"/Guide/Using-Gaea/FileFormats.html","hive":"User Guide","title":"File Formats","text":"title file formats\r uid save-formats\r section true file formats gaea supports all modern (and some legacy) file formats for both flat files and meshes.for export format 32-bit 16-bit8-bit - - - - openexr • tiff • • png • • • raw • • psd • 3d formats wavefront obj (.obj) autodesk filmbox (.fbx) point cloud (.xyz)for import gaea supports the following formats for importing data .exr .tif .tiff .webp .jpeg .webp .psd .hdr .pfm .r32 .raw .bmpgaeas project formats gaea saves files in the formats mentioned below..tor .torx file gaea terrain projects are saved as .tor file. all gaea editions can read this format. the .torx format available in the enterprise edition only. when saving in this format gaea saves the project as an xml file. this useful for direct manipulation..resource file when using hand drawn nodes such as mask or islands the binary data generated will be stored in .tor.resource or .torx.resource file. if you have file called bigmountain.tor for example the resource file will be called bigmountain.tor.resource.if the .resource file for project missing all hand drawn nodes will become empty. when running build on project with missing resource the build-swarm will throw warning and exit..sculpt file erosion studio projects will be saved as .sculpt file. these files can be large as they contain the source terrain and additional sculpting data.precision gaea stores and processes its heightfields in 32-bit floating points which compatible with all professional cgi applications.32-bit for practical purposes exporting as either openexr or tiff will give you the best results and maximum compatibility with other applications. if you are using custom pipeline using r32 or pfm formats may be of more use. see the section below for those formats.if you are saving output from gaea to bring back to gaea either in the same or different file we recommend using the .r32 or .pfm formats for maximum fidelity and efficiency.16-bit while displacement heightfield information requires 32-bit precision for accuracy; color maps masks and other secondary data which may have fewer levels of complexity can make use of 16-bit formats such as png. this can help save on disk space as larger worlds will require lot of storage space. storing in 16-bit also helps performance. in fact if your terrain does not contain many smooth details you can even export your main displacement as 16-bit. game engines such as unity can only import raw 16-bit (ushort) format terrains.8-bit in some cases for example with black and white masks you may not need high level of precision at all. you can use 8-bit png output which can increase performance and save disk space.custom workflows precision if you are using gaea in custom workflow such as automation you may require the data to be as simple and efficiently readable as possible. 32-bit float (.r32) and 16-bit ushort (.raw) are the simplest formats you can use. it simple binary array of float (ieee 754) or unsigned short. the file has no header and can be read directly as binary stream. the files will use little endian. the size of the heightfield should be square root of the byte length divided by the size of the type (4 bytes for float 2 bytes for ushort). the .r32 format will store values between 0.0f and 1.0f. while the .raw format will store values between 0 and 65535. both formats are recommended for heightfield (grayscale) data only."},{"url":"/Guide/Using-Gaea/Recovery.html","hive":"User Guide","title":"File Recovery and Autosave","text":"uid autosave\r title file recovery and autosave gaea has different facilities to protect your work at several junctures. recovering your workundo redo gaea provides basic undo redo facilities in the main toolbar. you can undo or redo one or more steps. gaea will list the change in each undo entry when possible. please note while the state of your file preserved the cache may not be. for example when deleted node restored or any major change reverted the preview may need to be rebuilt.if you dont see change try pressing f5 on the desired node to force refresh.revert node sometimes you may want to experiment with nodes settings and after doing so find the previous settings were preferable. to avoid bloat gaea does not create undos for node property changes. instead you can use this command from the properties window menu to revert the values back to the state they were when you selected the node. this state resets every time you go away from the node.the similar sounding reset node ctrl + r command will reset the node to factory defaults.autosave gaea will attempt to save copy of your .tor .torx file before every major action. for example when you add new node an autosave will be created before the node added. same for deleting moving large parts splitting the graph etc. autosaves can be accessed from the main menu via open recent \u003e open autosave. files are stored with the original filename and timestamp suffix such as scene1_2020-08-08_19-05-17.tor. autosaves are saved to c users [you] appdata roaming quadspinner gaea autosaves . autosave can be disabled in preferences. sculpting sessions are not autosaved due to size contraints. we recommend saving often and backing up.backward compatibility gaea backward compatible meaning it will be able to open older files most of the time. when node has been upgraded between versions gaea will ask you if you wish to upgrade the node to the latest version. sometimes this may mean the shape you get from the node may not be exactly the same. we recommend consulting the new versions changelog or the nodes page in reference to understand the changes. you can then choose to upgrade the node or not. if you choose not to upgrade node you can always do so later one-by-one from the properties window menu."},{"url":"/Guide/Using-Erosion-Studio/Erosion-Studio.html","hive":"User Guide","title":"Erosion Studio","text":"uid erosion-studio\r title erosion studio what erosion studio? erosion studio powerful erosion-sculpting module in gaea. it separate from the main gaea application as it follows very different workflow.sculpting workflow while gaea focuses on chaining nodes to generate and process terrains erosion studio allows you to sculpt erosion by adding hits with mouse on an existing terrain. however it still procedural process - each hit recorded and if the underlying terrain modified every single hit reapplied. this gives you deeply art directable erosion in non-destructive workflow. erosion studio provides several sculpting-tools let you erode add sediments and create surface effects. as everything in erosion studio powered by erosion gravity and slope play an important role. see basic-sculpting to become familiar with erosion studios distinct tooling. what makes erosion studio quite unique lets you work with very high resolution terrains (up to 128k [131072 x 131072] given adequate ram) in 11 resolution in realtime.preparing terrain erosion studio requires an existing terrain. you can use any terrain as long as it .r32 (binary array of 32-bit floats) format heightfield. gaea can export any heightfield to .r32. if your original source from elsewhere you can load file in gaea using the file node and export it to .r32 then load it in erosion studio."},{"url":"/Guide/Using-Erosion-Studio/Basic-Sculpting.html","hive":"User Guide","title":"Basic Sculpting","text":"uid basic-sculpting\r title basic sculpting "},{"url":"/Guide/Using-Erosion-Studio/Sculpting-Tools.html","hive":"User Guide","title":"Sculpting Tools","text":"uid sculpting-tools\r title sculpting tools "},{"url":"/Guide/Using-Erosion-Studio/Workflow-Strategies.html","hive":"User Guide","title":"Workflow Strategies","text":"uid es-workflows\r title workflow strategies "},{"url":"/Guide/Build/Build-Types.html","hive":"User Guide","title":"Build Types","text":"uid build-types\r title build types building project once your terrain ready it needs to be built to create the files you need to use the terrain in other applications. when you make terrain graph in gaea it recipe. when you build recipe it produces high quality assets using the gaea build engine which then converts the data into files.exporting assets you will need to export most of your terrain elements as images - heightfields for 2.5d displacement grayscale masks or color textures. you can also export any heightfield as mesh or point cloud using the mesher node. for more information on exporting assets see building. for the various building options see buildmanager.build types gaea can build your terrain in one of 3 different ways. each has advantages and disadvantages.normal build normal build the terrain built normally as single process. this the standard build type and works for most cases. with normal build gaea will build the entire terrain in single pass. if you think of it in traditional rendering terms the entire image single bucket. normal builds provide the highest quality detail; however they are limited to maximum resolution of 8192 x 8192.split build split build the terrain built normally then split into uniform grid. the split build behaves just like normal build except at the end of the build the terrain split into grid of tiles as defined in the buildmanager. this useful for taking the tiles into game engines such as unity and unreal; however the build size still limited to 8192 x 8192.distributed build tiled build the terrain built as seperated buckets which are then blended together. the distributed build also known as tiled build splits the terrain into tiles or buckets and builds them individually. the end result can be either set of tiles or reconstituted single image. the major advantage this build method does not have the same memory restrictions as the other builds and can therefore build terrains at virtually unlimited resolution sizes. the limitation of this build type each bucket while beingbuilt does not interact with neighboring buckets so slope interactions can be limited. the resulting tiles are blended with neighboring tiles to bypass this limitation. in most cases this enough to create seamless look but in certain cases..? see tiled-builds for details on how terrain must be prepared for bucket processing.distributed build + recombine tiled build the terrain built as seperated buckets which are then blended together."},{"url":"/Guide/Build/Manager.html","hive":"User Guide","title":"Build Manager","text":"uid buildmanager\r title build manager build managerintroduction the output from your project must be saved to file in order to use it elsewhere. to do this you must build the output. when you build the output gaea will create it at your target resolution. this may take while to build depending upon the complexity of your terrain and the effects used. build manager over the course of complex project saving and managing the appropriate outputs can become tedious task. managing outputs for several different nodes especially those with multiple outputs (like the erosion node) can make it even worse. the build manager simplifies how builds are saved organized and managed for future use.files to savenode list any node marked for export shows up in the build manager list. you can also add other nodes directly using the add node button. each node will expose its savable filename the format in which it will export and the different outputs it exposes.managing portshelpful optionsbuild definitionnormal buildsplit buildtiled buildbuild optionsbuild destination this the path where the built output will be saved. by default it saved in version-controlled path in the builds repository. you can always enter normal path directly or pick from presets in the dropdown. for additional information see organizing builds below.build definition resolution the output resolution of the build. higher resolutions give you better detail but longer processing times. format this dropdown allows you to choose the format in which your output saved. you can also select per-node file formats in the node list. if you change the selection here all nodes will default to the selection made here. mesh formats are not available globally and must be chosen per node. for details on the individual formats available see save-formats. output range output range description raw terrain retains natural scale between 0..1 and ignores artificial scaling created by the proportions in the terrain definition. this may require you to scale the height of the terrain in your target application if it does not understand natural scaling. proportional terrain scaled to the proportions in the terrain definition. this useful for mesh exports or heightfields where scale should be handled automatically. in some cases this method may show banding. normalized terrain forced to use the full range between 0..1 providing greater scalability. however this will require manual scaling in your target application. custom terrain data mapped to specific scale you set. data not normalized to this range but proportionally scaled to fit within range.custom range only applies to heightfields and masks. color data will be forced to standard range.tiled outputtiled output experimental at this stage. it will be stabilized in future updates.additional options resample this option for builds need to be taken to unreal engine unity or other applications where standard resolutions dont work. it turned off by default. unreal engine requires particular dimensions for ingesting terrains. to meet their requirements gaea will build the terrain at its own fixed resolutions and then faithfully downsample to the desired resolution. pick the nearest gaea resolution in the main resolution dropdown then select the target resolution in the resample dropdown. color space you can choose to save color maps in rgb srgb or scrgb color spaces. does not apply to grayscale heightfields or masks. mutations gaea provides mutation facility during build to create multiple variations of the same terrain. you can select up to 99 mutations. this will run the build once per each mutation where seeds of all nodes are randomized. this gives you unique terrain in every mutation while still following the core recipe of your graph.each mutations .tor file stored with the output so you can manually tweak specific mutation if desired.build options setting description - - save copy of this .tor file saves copy of the current .tor or .torx file in the build folder. close gaea ui the gaea interface - especially when using high resolution previews - can consume enough ram to cause an impact on high resolution builds. to conserve memory you can check this option to close gaea when the build starts. open folder after build check this option to open the build destination folder when the build completes. generate build log generate machine- and human-readable build log in .txt format at the build location. beep when done check this option to sound beep when the build complete.version control and organizationorganizing builds the location field in the build manager provides 2 built-in options for storing your builds. the first option the central build repository which stored in documents gaea builds [filename] by default but can be changed to any location — even to local network or an online shared folder with onedrive dropbox gdrive etc. this can be useful in team situations. exported files the second option to have it stored alongside the file in builds folder. so if your file called myterrain.tor folder called myterrain_builds will be placed next to it. in both cases inside the builds folder subfolder with the build timestamp created. the build output files build.info file and the .tor copy are stored inside this subfolder.example paths central repository c users username documents gaea builds eastriver 2018–06–22_22–55–31local file d work terrains eastriver_builds 2018–06–22_21–55–31these are not the only options. you can explicitly specify location instead of choosing template or you can create your own combinations using an absolute path and variables such as template description - [filelocation] location of the currently open file. [builds] central build repository. [filename] name of the current file without extension. [resolution] current resolution (eg. 8192). [timestamp] sortable timestamp in yyyy-mm-dd_hh-mm-ss format. [username] your local network identity. [machine] your local network machine name. [date] current date in yyyy-mm-dd format. [time] current time in hh-mm-ss format. [+++] increments 3-digit number when an existing path exists. so you could create your own path template such as [builds] [filename] [timestamp] [resolution]which would create ~ documents gaea builds eastriver 2018–06–22_21–55–31 8192or something more specific such as 00.00.00.00 team terrains [username]_[timestamp] which would create 00.00.00 team terrains bob_2018–06–22–55–31 if you encounter trouble writing to network shares we recommend hosting the share as drive instead.version controlling terrains gaeas build manager and build stack give you low level version control without additional overhead. the save copy of .tor option useful when you want to manage different versions of your actual project file. when turned on every time your build finishes copy of the .tor file in the exact state of particular build stored alongside the build output. you can easily go back to any older build state for your file and save it as new file. you can also map the folder to almost any modern version control system (git mercurial visual studio team services etc.) or share on network folder with your team.build swarm for advanced use see build-swarm. "},{"url":"/Guide/Build/Export-Mesh.html","hive":"User Guide","title":"Export Meshes","text":"title export meshes\r uid meshes export terrains as meshes gaea can convert the heightmap of the terrain into mesh using one of 2 methods uniform displaced grid or an optimized grid. both options are available through the mesher node. simply connect the mesher node to any heightfield node you wish to convert to terrain and it will output the mesh.displaced grid the standard tried-and-trusted method of terrain meshes simple fixed-density mesh displaced on the vertical axis. it provides uniform topology using either triangles or quads. the resulting mesh the same as if you were to create plane of fixed number of segments and displace it vertically. it provides strong predictable topology very easy to manipulate. the only downside of this method it uses the same number of polygons for any part of the terrain regardless of the complexity required. for example flat featureless area would use the same number of polygons as highly detailed peak.optimized mesh this method creates optimized terrains using our sophia algorithm. it creates clean triangles and subdivides them as needed based on the complexity of the underlying portion of the terrain. the main advantage of this method it can produce higher quality meshes while reducing the amount of polygons used. in most cases optimized meshes produce higher quality results than their grid counterparts and use fewer polygons. depending on the shape of your terrain you can reduce polygon count by 20-40%. in extreme cases with large flat areas it can decrease by up to 80% optimized meshes however cannot provide quad output and are limited to triangles because of the intrinsic nature of the algorithm.comparison feature grid optimized - - precise polygon count yes approximate tris support yes yes quad support yes no quality-per-polygon averagehigh increase quality where needed no yes reduce polygons for flat or smooth surfaces no yes topological structure equidistant grid organized irregular network automatic lod generation yes no suited for sculpting yes nofurther informationobject scale meshes can be exported in 2 scales normalized and metric. normalized scale enforces strict 0..1 range for values along all 3 axes. metric scale enforces 1 unit = 1 meter so typical gaea terrain of 5000 meters would be 0..5000 units. the main advantage of normalized meshes many modern obj importers let you apply scale multiplier which you can use to scale the terrain very easily. you just need to use the width of the terrain in meters (see scale). for example the default terrain 5000 meters wide. you can use 5000 as multiplier when importing and your terrain should scale to 5000 meters.texture mapping by default all mesh exports include texture coordinates. in special circumstances you can turn off texture coordinate generation. regardless of the method used to export the mesh it will use simple planar mapping. in most 3d applications you can apply simple planar mapping of the exact size of the object to get full uv mapping. you can turn off texture coordinates and your file size can become 30% smaller. this can be quite helpful when youre working with very dense meshes. since obj plain-text format most parsers can take quite while to import. without texture coordinates this process can be 33% faster. once imported in your dcc application you can apply planar uv mapping to the object.normal mapping gaea currently does not include normals."},{"url":"/Guide/Build/Scale.html","hive":"User Guide","title":"Terrain Scale","text":"uid scale\r title terrain scale\r section true gaea supports setting an arbitrary scale for your terrains through the new terrain definition panel. if youre casual terrain artist this wont significantly affect your workflow — the defaults will be sufficient. however if you are creating precisely-scaled terrains terrain definition your best friend. terrain definition the terrain definition popup found in the main toolbar.you define the height of your terrain in meters. the scale determines the extent of the entire terrain. by default gaea terrains are set to be 2.6km tall (height 2600m) and 5 x 5 square kilometers wide (scale 5000m). internally the terrain vertical ratio calculated as (height scale) height of 2.6km usually more than enough for most terrains. for perspective mt. everest 8.8km tall. choosing an extreme height not recommended unless you know how to handle the ramifications of such tall terrains. it important to note that while the maximum height set to 2600m it does not mean any shape created will automatically fill the entire height range.terrain definition non-destructive. you can scale your terrain and the update will be immediately applied without the need to rebuild your terrain. you can change the values as often as you like.important readouts for terrain scale in the terrain definition you get 2 readouts real scale and height-scale ratio. real scale this the pixel-to-meters density for your output. it calculated by dividing your final output resolution (selected in the build manager) by the scale in meters set in the terrain definition. for example 5000 x 5000 meter terrain exported at 2048 x 2048 pixels results in 2.4 meters per pixel. you can change your output resolution to see the exact ratio you get. this information often used by game designers to ensure scale accuracy between the terrain and other game elements. height-scale ratio ratio of the imaginary cube. if you export using raw or normalized scale and need to resize your terrain you can resize it by this ratio. the ratio simply height scale.scale philosophy scale in all cg an imaginary construct. with gaea and heightfields we have pixels when using an image format or an array of floats when using raw format. gaea terrain in its most basic form cube made of infinite numbers which must be translated to fixed size as defined by the output resolution and image format. for example if your output resolution 2048 x 2048 then the size of the terrain in pixels 2048 on either side - this uniform across all image and raw formats. the vertical capacity defined by the maximum storage capacity of the format. 32-bit tiff exr raw and pfm can store approximately one million levels of vertical heights.gaea stores and processes heightfields as floats (a high precision number). heights are stored in~0.0000000 - 1.0000000 range. for the more technically minded this just simplification. gaea uses ieee 754 format 32-bit floats. this image shows the cube of the default terrain size which 5000 x 5000 meters wide and 2600 meters tall. you will notice our cube not an exact cube; it shorter than it wide. for realistic use we must visualize the data the way we perceive mountains in the real world. so we force height-to-width ratio to satisfy the human perception of scale for terrains. if you want perfect cube your height and scale must be the same. in this image our terrain 5000 x 5000 meters and 5000 meters tall. so why dont we use perfect cube? because it distorts our perception of terrains. this what perlin noise would look like in the cube format. this what the same noise looks like with height-to-width ratio applied. as you can see it fits our perception better. it important to note all these transformations are imaginary. the underlying data still fixed grid of numbers.the only place the terrain scale affects how your terrain processed when real scale turned on in the erosion snow or thermal nodes. although they can be overridden per node. this begs the question of how do you the user translate this to practical metrics for exporting and usage in other applications or game engines.practical usage of the scale philosophy when exporting the terrain as an image heightmap you must make fundamental decision keep the natural scale without applying perceptual ratio. bake the perceptual ratio mentioned above into the pixels. force the terrain to use the entire bit-range of the image format. these options are known as the output range options in the build manager. see building for information on setting those options. below we will discuss the implications of each option. there no right or wrong way to scale the output range. it depends on what target application you are using and how.raw scale technically this the most accurate representation of the terrain because the output exactly what the software itself sees when processing. but it will not be perceptually accurate. you will need to manually scale the output along the vertical axis. an easy way in most applications to create box of the desired size and match the scale of the terrain asset. or if you use heightmap as displacement source then you can set the displacement in meters (or appropriate units). if you need to scale it down vertically use the height-scale ratio explained in important readouts above.proportional or baked scale this method will bake the ratio you see in the viewport into the heightfield. this very useful when exporting meshes. you lose minor amount of vertical fidelity but unless you are creating closeups of the terrain it will not affect you. when bringing the terrain into your target application you can optionally treat it as perfect cube and your ratio already baked into the vertical values.normalized scale forced scaling in many situations can give you maximum vertical fidelity. gaea will force the terrain to use the entire ~0.0000000 - 1.0000000 height range in 32-bit formats (16.7 million levels). in 16-bit images would be 0 - 65534. in 8-bit it 0 - 254. if you need more vertical fidelity for closeups this option may help because you get more density in the up-axis than in other methods. when using forced scaling you must adjust the vertical size of your output manually in the target application. like with natural scale use the height-scale ratio.custom scale this special option reserved for importing and exporting data in very specific ranges. in most normal circumstances you will not need to use this mode. if you wish to use this mode for automation scenarios see create-bridge and buildmanager."},{"url":"/Guide/Build/Tiled.html","hive":"User Guide","title":"Preparing Terrains for Tiled Build","text":"uid tiled-builds\r title preparing terrains for tiled build split build split build the terrain built normally then split into uniform grid. split builds require very little special consideration. you can change any terrain from normal build to split build without modification. this because the terrain built normally and then split into chunks. this usually used when your terrain has to be in chunks (aka tiles) for consumption in your game engine or cg app but it just 8192 x 8192 or smaller in size. if your terrain 8k or smaller then this our recommended method for creating game engine compatible chunks. it usually faster and produces very accurate results. tiled distributed builds tiled build the terrain built as seperated buckets which are then blended together.tilegates many gaea nodes often use screenspace transformations or effects. this means theyre not compatible with tiled build. for example the swirl effect if applied on tiled build would create separate swirl in the middle of each tile. however you can use the tilegate nodes to bypass this restriction. the tilegate note tells gaea the nodes before it need to be preserved at screenspace. so before building the tiled build the tilegate nodes are baked with special settings. during the build process gaea will upscale the tiles specific portion with detail preserving algorithm and then continue the build normally with all the subsequent tile-friendly nodes.you can have multiple tilegates in graph. they do not add any additional burden to your memory so feel free to use as many as needed. simple example you have mountain primitive which eroded then exported. the mountain node like all primitives are tile-unfriendly. so you just place tilegate in between the mountain and erosion nodes. the rest of the graph will remain unaffected.tilegate uses the same baking resolution as the rest of your graph. you can choose either the highest possible resolution (8k) or if your primitives are simpler shapes you can use lower resolutions and let erosion and other nodes handle adding the smaller detail.identifying non-tiling nodes when you select tiled build mode in the buildmanager nodes do not tile are marked with an asterisk ◇ in the toolbox menus andsearch.warnings you will find warnings at the bottom of the buildmanager. for tiled builds there are two primary warnings.non-tiling nodesthis warning tells you some nodes are not tile friendly and would need to be moved behind tilegate.if you click the warning you will be presented with an option to mark the actual nodes with an * prefix in their names. this can help you go through your graph and move them behind tilegates.unbaked tilegatesthis warning tells you tilegates are not baked. you must bake them in order to run tiled build.if you click the warning gaea will give you the option to automatically bake all pending tilegates at the current baking resolution.example lets look at more detailed example terrain made with few primitives processed textured and exported. we will interject tilegate nodes at key places to make this world tile friendly. first we go to the build manager and select the tiled build (preview) mode then assign the desired resolution per tile and the number of tiles per dimension. the readout under the settings gives you the final resolution of the entire tileset.the existing graph the first portion where the overall shape created but not detailed with erosion yet the main sequence of nodes would be not be tile friendly. the mask used further down the chain also not tile friendly. as such they need to be put behind tilegate nodes. the remaining nodes are all tile friendly and require no further modifications. it important to remember most of the small high-resolution details in terrains generated during this phase.graph with tilegates we add our first tilegate where the two primitives are combined and the second right after the mask. now the terrain ready to buildmaintaining qualityblending when the terrain split into tiles and processed at the end each tile needs to be blended with its surrounding neighbors so any edge-mismatches can be fixed. in most cases 25% (the default) sufficient. if you still find artifacts or mismatching borders after loading your tile set you can increase the blending amount. but be careful increasing the blending amount will directly increase the memory and build time. avoid using high blend amounts unless absolutely needed.detail preservation you dont need to be concerned with losing detail in this process. almost all nodes are not tile-friendly dont create very high resolution detail. it mostly erosion and lookdev processes create intricate shapes and most of them are tile-friendly. ensure they are placed outside of tilegates. if you do lose bit of detail use wizard with fast erosion settings after the tilegate. this will add enough 11 resolution details to hide any artifacts create from upscaling."},{"url":"/Guide/Build/Swarm.html","hive":"User Guide","title":"Build Swarm","text":"title build swarm\r uid build-swarm the build swarm the command line building engine for gaea. whenever large scale build needed gaea launches the build swarm to build the terrain. you can also launch it manually if needed. the build swarm can be found in the gaea installation folder as gaea.build.exe. the build swarm writes status messages to stdout and can be monitored remotely if needed. you must use the silent argument when capturing stdout data otherwise it may overload your application and slow down the build itself.using the build swarm manually or through automation recommended for advanced users only. command line argumentsgaea uses double dashes instead of single dash for command line arguments. for paths always encapsulate them in double quotes to avoid path truncation. simple example of command line build gaea.build.exe c users me documents gaea myfile.tor modes silent silent mode disables all console output. this useful for batch or unattended builds where you do not need visual readouts for progress or build information. automata or automation automation mode used when automating gaea from another application. the output limited to simple status messages which can be read by another software and displayed to end users as needed. for more information on how to use gaea from other applications see create-bridge.management switches switch description - - savetor saves copy of the current file in the build folder. buildlog saves the build log to buildlog.txt in the build folder. open opens the build folder after the build complete. close immediately closes the window after build complete. beep sounds short beep at the end of build.build modification switches switch description - unclamped forces the build to use natural elevation. see scale. forcescale forces the build to use full range scaling. see scale. mutate## repeats the build and randomizes the seeds of every node to create variations with each build.valid options for the ## portion are numbers from 1 to 99. see building. nodemap creates an xml node map file for any exposed properties. resolution#### sets the resolution of the build.valid options for the #### portion are 512 1024 2048 4096 and 8192. cpulimit## limit the number of cores gaea will utilize. for multi-tile scenarios use cpulimit1 to assign single core to each instance. range-min### sets the custom scale ranges lower limit. range-max### sets the custom scale ranges upper limit. varvalue sets the value property of the var exposed node property.see automation for details. any such variable arguments must come after all switches. range-min and range-max must be supplied together otherwise the scale will fail. also when these arguments are passed the file will forcibly use custom scale for output and all file nodes will be forced to use the mapped scale mode with the supplied scales. complex example of command line build automation gaea.build.exe c users documents gaea sidefx_erosion_automata.tor silent resolution0512 fileinz mountain.exrfileoutz mountain_out.exr duration0.518 rocksoftness0.271 strength0.184 inhibition1.0 baselevel0.0 realscaletrue featurescale2000 seed0 aggressivemodetrue see automation for details.additional informationbatch building you can run batch build by executing batch (.bat) file as shown below. rem change drive just to be sure crem go to the gaea install folder cd %programfiles% quadspinner gaeaset vars = silent savetorrem list all files to build in quotes gaea.build.exe c users documents gaea erosionb-001.tor vars gaea.build.exe c users documents gaea erosionb-002.tor vars gaea.build.exe c users documents gaea erosionb-003.tor vars gaea.build.exe c users documents gaea erosionb-004.tor vars gaea.build.exe c users documents gaea erosionb-005.tor vars gaea.build.exe c users documents gaea erosionb-006.tor vars gaea.build.exe c users documents gaea erosionb-007.tor vars gaea.build.exe c users documents gaea erosionb-008.tor vars gaea.build.exe c users documents gaea erosionb-009.tor varsin the future you will be able to drag and drop multiple files on gaea.build.exe to run batch build.build logs build swarm logs are both machine and human readable. all values are tab separated. startlog denotes start of log gaeaversiongaea version stampstart time build start time (yyyy-mm-dd hhmmssz) end time build end time (yyyy-mm-dd hhmmssz) total time total time taken (hhmmss.ms)resolutionrestotal build resolution bucket size restiled build bucket resolutionnodenametime node name and time taken to build(hhmmss.ms)outputpath build destination directory endlog denotes end of the log"},{"url":"/Guide/Advanced-Topics/Automation.html","hive":"User Guide","title":"Automating Gaea","text":"uid automation\r title automating gaea preparing your file for automation automation great way to use gaea as semi-external engine whether to utilize gaeas erosion or other nodes in another application or generate terrain variations.professional or enterprise edition required to take advantage of automation features and bridges to 3rd party applications.exposing properties the first step to automation to expose properties you wish to modify from the command line. to expose nodes properties use node properties \u003e expose properties.in the dialog comes up you can check the properties you want to expose and rename the variable name if needed.if multiple variables share the same name - even across different nodes - their values will be overwritten. in such situation you should rename the variable name to avoid value contamination.repeat the process for any other nodes you wish to expose. you can access all exposed properties from the node properties menu \u003e show exposed properties or press f12.to process external files and also retrieve the output in an automation scenario create file node for each incoming heightmap and an output for each heigthmap or color map to be saved. remember to ensure unique name for each nodes filename variable to avoid crashes or data loss.command line to modify any variables use the following command line format variablenamevalue. all variables must be appended to the command line after any switches such as open or savetor. for additional details on command line usage beyond automation see build-swarm. here full command line example c program files quadspinner gaea gaea.build.exe c users username documents gaea erosion_automata.tor silent resolution512 fileinz input.webp fileoutz output.webp duration0.518 rocksoftness0.271 strength0.184 inhibition1.0 baselevel0.0 realscaletrue featurescale2000 aggressivemodetrueseed0use the command line review button in the build manager to copy the command line based on the settings selected in the build manager dialog.xml variable map gaea provides the facility to create an xml mapping file containing the details of all the variables exposed their type variable name friendly name value limits and default value. to produce this xml map pass the nodemap switch to the build-swarm. gaea.build.exe c gaea erosion_automata.tor nodemap here an example of such node map. ?xml version=1.0? exposed parameter name=file type=in variable=fileinput default=parameter name=output type=out variable=fileoutput default=parameter name=duration type=double variable=duration min=0.001 max=1 default=0.15parameter name=strength type=double variable=strength min=0 max=1 default=0.25parameter name=talus settling type=double variable=talussettling min=0 max=1 default=0.15parameter name=fine detail type=bool variable=finedetail default=trueparameter name=real scale type=bool variable=realscale default=true parameter name=verticality type=int variable=verticality min=50 max=20000 default=3200exposedthe houdini bridge uses the node map to construct the ui for the gaea node. "},{"url":"/Guide/Advanced-Topics/Draw-with-Recipes.html","hive":"User Guide","title":"Draw with Recipes","text":"uid drawrecipe\r title draw with recipes hand-draw terrains with recipescreating uniform profile recipetesting with painted maskprocessing beyond recipeslocalized adjustmentsmultiple recipes and masked blending"},{"url":"/Guide/Advanced-Topics/Fixing-Artifacts.html","hive":"User Guide","title":"Fix Artifacts","text":"uid artifacts\r title fix artifacts fixing artifactswhat are artifacts?why do we get artifacts?fix stairstepping artifactsproblem sometimes when you export terrains at 16-bit you may get stepping pattern. this because 16-bit data limited to 65536 values. in terrain terms you can think of this as grade of the slope. each shift between the angle of the slope no matter how small would consume one of those 65k values.workaround use 32-bit formats the easiest alternative to use 32-bit format. 32-bit formats can store ~16777216 values or 16-million grades of slope. this significantly higher than the 65k of the 16-bit format. see save-formats for more information 32-bit raw (.r32) openexr and tiff formats. however may game engines still dont use 32-bit floats for storage and use half or 16-bit floats.workaround normalize the output as explained in scale your terrains may often use only portion of the 16-bit range. if your terrains defined limit 2500m however the tallest point in your terrain only 800m then you are only using approximately 30% of the available range (in other words you use only 20k out of the 65k range). however before you go and change your terrain definition to use lower limit it much easier to use the full range. when building your terrain set your output range to normalized in buildmanager. when importing into your target application you will need to scale down on the vertical axis after importing. this will ensure the proportions can be preserved while tricking the use of the full 16-bit range. for the vertical scaling ration see important readouts in scale.fix grid-like artifactsproblemworkaround edge blending or chunk sizeworkaround disable parallel processing if you see grid-like artifacts in your output use higher values for edge blending. if does not help try increasing chunk size. if either does not help you can disable parallel processing. this may result in slower builds but the result will be accurate and error free."},{"url":"/Guide/Advanced-Topics/Migrating-Terrains.html","hive":"User Guide","title":"Migrating Terrains","text":"uid migrating\r title migrating terrains compatibility in gaea 1.3 gaea 1.3 are files are not backward compatible this means file created in gaea 1.3 will not open in gaea 1.2. gaea 1.2 files are partially forward compatible with gaea 1.3 this means some files created in gaea 1.2 can open in gaea 1.3.breaking changes gaea 1.3 introduced few breaking changes to existing nodes. biasgain node retired. biome node retired. channels mode in igneous has been retired. contrast node retired details node reworked draw node retired. use mask instead. dunes v3 reworked for better shapes hsl node retired. mixer node retired. poisson noise removed across all nodes. rocks node has been retired. rockslide node has been retired. sand reworked to create better realistic shapes. satmaps legacy color library removed. some older primitives may not work exactly. subterrace node retired. volcano mode retired in crater. use impact crater (see quickstart).migrating to gaea 1.3 if your gaea 1.2 file was affected by any of the breaking changes mentoned above you may need to use one of these workarounds.we do not recommend upgrading from gaea 1.2 to 1.3 in the middle of project. if you choose to do so please read this page carefully and weigh your options before proceeding.preparation first we must prepare the file and safeguard it from permanent impact. it highly recommended you keep backup of the entire file as well the baked cache folder and .tor.resource file if they exist.node has changed if the node in question has changed between 1.2 and 1.3 you may get different shape but your node itself will still be there and work in 1.3. if you need to retain the shape then you can bake the node(s) at your desired resolution. baked data forward and backward compatible between gaea 1.2 and gaea 1.3. after baking you can safely open the file in gaea 1.3 and even allow gaea to upgrade the nodes. the baked cache will ignore any changed settings.node has been retired if node has been removed gaea 1.3 may still allow you to have it in your terrain. any such obsolete nodes can be used when coming from an old file. however we recommend migrating away from those nodes as soon as possible as future versions may not fully support them.node has been removed completely gaea 1.2 retired some old and obsolete nodes from gaea 1.0 and 1.1 but kept them in for compatibility for existing projects. gaea 1.3 may remove some of those old nodes such as biome rocks and rockslide. if node can not open in gaea 1.3 at all the only way to preserve its data and use it projects within gaea 1.3 to export those nodes as .r32 format with range set to raw in the buildmanager. you can then import those files in gaea 1.3 using the file node.side-by-side installation like with all gaea installations you can install gaea 1.2 and 1.3 side-by-side in case you wish to use the old version for old files and start using gaea 1.3 for new projects. see the section creating portable installation in installing. you can create portable version of gaea 1.2 before installing gaea 1.3 and then install gaea 1.3 as fresh installation to different folder. "},{"url":"/Guide/Advanced-Topics/Separating-Complex-Projects.html","hive":"User Guide","title":"Separating Complex Projects","text":"uid separateprojects\r title separating complex projects separating concerns an important guide for complex projectswhy do i need to separate my project?monolithic construction vs. distributed processing construction (aka monolithic process) about defining the general shapes and overall layout of the terrain. processing about turning rough shape into realistic terrain. the first process where you focus on the larger shapes and not the details. then eventually the entire graph creating the core shapes funnels into one (or few) nodes provide the final rough shape. the second process where the shapes are processed through erosion lookdev and other resolution-independent worldspace friendly processes.how to break up terrainusing tabsusing linked files"},{"url":"/Guide/Bridges/Houdini.html","hive":"User Guide","title":"Houdini","text":"uid houdini\r title houdini ^wip houdini the most powerful procedural design platform. gaeas dedicated terrain processors can augment houdinis terrain tools to give you the best of both worlds. you can utilize single gaea node such as erosion stacks texture etc or entire graph networks inside houdini. installing the bridgetesting your installationgaea preparing the file to use gaea in houdini you must pick from one of the pre-made recipes provided with the game dev tools the quadspinner automation recipes repository on github or create your own. creating your own gaea recipe easy. the easiest way to first create normal graph in gaea using one of the primitives matches your houdini terrain. for example simple perlin or range node useful in most cases. then add the desired nodes to process the terrain. once the entire graph complete create inputs and outputs as defined below expose properties you need to modify in houdini and save the .tor file.inputs and outputs for each heightfield or mask you want to send from houdini create file node. similarly set up an output for each heightmap or color map to be sent back to houdini. remember to ensure unique name for each nodes filename variable to avoid crashes or data loss.exposing variables to expose nodes properties use node properties \u003e expose properties. in the dialog comes up you can check the properties you want to expose and rename the variable name if needed. for example when using erosion the properties duration strength downcutting and inhibition are useful and can be exposed.if multiple variables share the same name - even across different nodes - their values will be overwritten. in such situation you should rename the variable name to avoid value contamination. repeat the process for any other nodes you wish to expose. you can access all exposed properties from the node properties menu \u003e show exposed properties or press f12.testing the scenehoudini implementing the processorsetting up the gaea sopprocessing the terrainrelated information if you wish to understand the code for the bridge or make modifications for your own pipeline see sidefxlabs repository on github. "},{"url":"/Guide/Bridges/Preparing.html","hive":"User Guide","title":"Preparing TOR files","text":"uid preparing-bridge\r title preparing tor files creating your own gaea recipe easy. the easiest way to first create normal graph in gaea using one of the primitives matches your target applications terrain. for example simple perlin or range node useful in most cases. then add the desired nodes to process the terrain. once the entire graph complete create inputs and outputs as defined below expose properties you need to modify in houdini and save the .tor file. you can utilize single gaea node such as erosion stacks texture etc or entire graph networks inside your target application.inputs and outputs for each heightfield or mask you want to send from the target application create file node. similarly set up an output for each heightmap or color map to be sent back to target application. remember to ensure unique name for each nodes filename variable to avoid crashes or data loss.exposing variables to expose nodes properties use node properties \u003e expose properties. in the dialog comes up you can check the properties you want to expose and rename the variable name if needed. for example when using erosion the properties duration strength downcutting and inhibition are useful and can be exposed.if multiple variables share the same name - even across different nodes - their values will be overwritten. in such situation you should rename the variable name to avoid value contamination. repeat the process for any other nodes you wish to expose. you can access all exposed properties from the node properties menu \u003e show exposed properties or press f12.maintain scale to ensure both input and output data retains the same level of fidelity we strongly encourage using 32-bit format for heightmaps. pick the right scale option in the build-manager settings fits with your applications workflow. see scale for details. for maximum flexibility we recommend sending data in normalized range appropriate to the format. in gaeas file node should use the use full range option to normalize the incoming data unless the data already normalized. select normalized the output range in the build-manager as well. when you receive the data in your application after the build you must process it as appropriate."},{"url":"/Guide/Bridges/Create-Bridge.html","hive":"User Guide","title":"Create a Bridge","text":"uid create-bridge\r title create bridge gaea can be used as silent processor from other applications from the command line.the end-user must have professional or enterprise edition of gaea. core concept the bridge can be created using any programming language as long as you meet the following requirements invoke command lines and wait for process to exit read xml file save as png (16-bit) raw 32-bit floats tiff (32-bit) or openexr (32-bit) redirect and read stdout stream (optional)gaea must be installed along with prerequisites (see installing) for the process to work. the gaea bridge workflow consists of the following steps app invokes nodemap to get an xml map of available settings in the recipe file. app configures its ui according to the xml map. app saves the input heightfield(s) as files. app invokes gaea.build.exe while passing automation variable values as arguments including input and output paths. app optionally redirects stdout stream to read and display status messages. when the process exits app will read the files saved by gaea in the output path. to create recipe file follow the instructions in preparing-bridge.in the future file based data transfer will be replaced with shared memory buffers for faster data transmission. at point you will be able to send and receive data directly as arrays of 32-bit floats. the processconfiguring the interface gaea provides the facility to create an xml mapping file containing the details of all the variables exposed their type variable name friendly name value limits and default value. to produce this xml map pass the nodemap switch. the .xml node map file will be created in the same folder as the .tor file being passed to gaea.build.exe. gaea.build.exe c gaea erosion_automata.tor nodemap here an example of such node map.your application should use the xml map to configure the ui for the bridge and present those options to the user. property description - name user-facing name of this setting. this can be used to construct the settings ui on your end. type data type. the options are int double bool choice in and out. the last two are of string type and used for specifying input and output paths. variable the name of variable to be used in the command line when passing values. choices comma separated list of choices for choice type. this used for creating dropdown lists with choices. min the minimum accepted value for this setting. only available for int double and choice. max the maximum accepted value for this setting. only available for int double and choice. default the default value for this setting. useful for resetting controls.invoking gaea.build.exe when you wish to process the heightfield save it to one of the formats specified above. also decide on where you want gaea to save the output so you can read from those files once finished. once the files are saved and the paths are prepared create command line string you can pass as arguments. to modify any variables use the following command line format variablenamevalue. all variables must be appended to the command line after any switches such as open or savetor. here full command line example for the above nodemap gaea.build.exe c erosion_automata.tor automata resolution0512 fileinputz input.webp fileoutputz output.webp duration0.518 finedetailtrue verticality2000 unless using specific fixed workflows it recommended the resolutionxxxx argument be passed so gaea forces the build at the desired resolution. see build-swarm for the complete list of accepted command line arguments and switches.reading stdout when gaea.build.exe executed you can redirect its standard output to read status messages during the build process. you can use these messages to display progress or messages to your end-user. sample messages property [name] set to [value]. invalid value for property [name]. property [name] not found. building [current] [total]... \u003e building [node] [percent]... when single node requires long time to build the progress of node will be sent with the \u003e prefix. you can use this to either hide such messages from your end users or use it display specific progress message. each individual message will be delimited by line break character. in most windows environments this will ber n.maintain scale to ensure both input and output data retains the same level of fidelity we strongly encourage using 32-bit format for heightmaps. see scale for details on how gaea handles scale.raw data in most cases you will want to use raw data which the default option in the build-manager. this will bring the data within the 0..1 as exported from your application. the scale will be maintained through gaeas processing and the output will preserve this range. any file nodes used should not use the use full range option otherwise incoming data would become normalized.normalized data if you prefer to receive normalized data select the normalized option in the build-manager. any file node should also use the use full range option to normalize the incoming data unless the data already normalized. when you receive the data in your application after the build you must process it as appropriate.mapped data if you wish to send and receive data (heightfields and masks only) in specific range you can choose to use custom range. this can be specified explicitly in buildmanager or can be passed on-the-fly via the command line. to use range of -1000..1000 you would supply the following arguments range-min-1000 range-max1000additional informationlocating gaea to initiate command line build you must first find the location of gaeas installation. query the following registry key for gaea installation and configuration details hkey_current_user software quadspinner gaea 1.0 value description example - - (default) installation location c program files quadspinner gaea version installed version 1.2.0.0"},{"url":"/Guide/Appendix/Using-Watson.html","hive":"User Guide","title":"Troubleshooting with Watson","text":"uid watson\r title troubleshooting with watson watson diagnostics tool watson examines your gaea installation and your general hardware configuration and allows you to create diagnostics package you can submit to quadspinner technical support for assistance.additionally you can run benchmarks or have watson assist in administrative tasks.we highly recommend sending watson diagnostics log with any support requeststarting watson watson can be started from the start menu as quadspinner watson or from gaea itself from the help menu \u003e run diagnosis.when you start from gaea it can gather additional information from the running session of gaea. use this option when you encounter bug in your current session.diagnostics the first option in watson creates diagnostic log package contains recent crash logs execution logs settings and other relevant data for diagnosing errors or misconfigurations. these logs help us understand your gaea installation and your hardware drivers. this reduces the questions we need to ask you and helps us resolve the issues at much quicker pace. to create log select create diagnostics log and click continue.stress test the watson benchmark test lets you measure the average performance of your gaea installation.to start the stress test select run stress test and click continue. next select desired resolution to run the benchmark against. the default value of 2048 x 2048 recommended. higher resolutions may take longer to execute depending on your hardware configuration. watson will execute 50 different algorithms to test gaeas range of functions. once the test finished score will be given. the score relative value signifying the time taken to run the full range of algorithms. lower score better.to compare against other computers run the watson stress test at the same resolution and match the scores.clean up when this option selected logs and autosaves are older than 90 days. once finished watson will mention how many files were erased and how much space was recovered. reset settings this option removes all personalizations workspace settings recent files paths and any settings generated by gaea. it effectively creates the same situation as fresh installation without requiring you to uninstall and reinstall gaea. as precaution the current settings package saved as zip file on your desktop.submitting the ticket once the diagnostics package has been compiled you can open new ticket and attach the package.your privacy any support logs submitted are usually discarded within 4-6 weeks of closing the ticket. we may retain some of the logs for longer period in certain situations. for example if the issue relates to an ongoing bug hunt or development task. if you submit .tor file we hold it in utmost confidence and discard it along with the log as outlined above. if we retain the logs we will still permanently delete the .tor files."},{"url":"/Guide/Appendix/Fix-Stairstep.html","hive":"User Guide","title":"Fix Stairstepping","text":"uid fix-stairstepping\r title fix stairstepping fix stairstepping in outputproblem sometimes when you export terrains at 16-bit you may get stepping pattern. this because 16-bit data limited to 65536 values. in terrain terms you can think of this as grade of the slope. each shift between the angle of the slope no matter how small would consume one of those 65k values.workaround use 32-bit formats the easiest alternative to use 32-bit format. 32-bit formats can store ~16777216 values or 16-million grades of slope. this significantly higher than the 65k of the 16-bit format. see save-formats for more information on 32-bit raw (.r32) openexr and tiff formats. however many game engines still dont use 32-bit floats for storage and use half or 16-bit floats.workaround normalize the output as explained in scale your terrains may often use only portion of the 16-bit range. for example if your terrains defined limit 2500m and the tallest point in your terrain just 800m then you are only using approximately 30% of the available range (in other words youre using only 20k out of the 65k range). however before you change your terrain definition to use lower limit it much easier to use the full range. when building your terrain set your output range to normalized in buildmanager. when importing into your target application you will need to scale down on the vertical axis after importing. this will ensure the proportions can be preserved while tricking the use of the full 16-bit range. for the vertical scaling ration see important readouts in scale."},{"url":"/Guide/Appendix/Nahimic.html","hive":"User Guide","title":"Conflict with Nahimic","text":"uid nahimic\r title conflict with nahimic the nahimic audio utility installed with software bundles from manufacurers such as asus msi etc. this audio tweaking application can aggressively interfere with non-game applications. with gaea it can prevent the 3d viewport from launching successfully and force gaea into 2d-only view. we highly recommend either excluding gaea from this and other utilities may inject code or interject themselves into gaeas functionality or disable uninstall it completely. please look at the following resources for further information and details on uninstalling. uninstalling nahimic microsoft community google "},{"url":"/Guide/Appendix/Parallel.html","hive":"User Guide","title":"Parallel Processing","text":"uid parallel\r title parallel processing parallel processing some nodes use chunk-based parallel processing where small chunks of the image are processed separately on different processor cores to speed up the process. once processed they are blended with their neighbors and combined into single terrain.configure nodes all nodes use parallel processing will have the following parameters.enabletoggles parallel processing. chunk sizethe chunk size into which the image divided for processing. edge blendingthe percentage of blending between the edges of neighboring chunks. higher values require more memory and processing time. deterministic output some nodes like wizard and erosion will present parallel processing in the form deterministic checkbox without chunk parameters. due to the nature of these algorithms and parallel processing the erosion flow may differ slightly each time. to ensure 100% exact results every time you can turn on the deterministic option. however this will force gaea to use single processor core which will result in slower processing. you can read more in erosions.troubleshooting grid artifacts if you see grid-like artifacts in your output use higher values for edge blending. if does not help try increasing chunk size. if neither helps you can disable parallel processing. this may result in slower builds but the result will be accurate and error free."},{"url":"/Reference/index.html","hive":"Node Reference","title":"Node Reference","text":"uid reference\r title node reference the node reference gives you access to details about every node and sculpting tool in gaea. use the top menu to navigate the different node type groups. in individual node pages you will find detailed descriptions usage advice parameter reference and usage examples. for more sophisticated explanations of concepts see the user-guide "},{"url":"/Reference/Primitives/Constant.html","hive":"Node Reference","title":"Constant","text":"uid constant\r title constant the constant node the most basic primitive available in gaea. it can create three outputs flat terrain of specified height flat color output or noise pattern. constant rarely used directly but rather as mask or second input blended using combine with another node. modesheight the uniform height block terrain can be used with combine in max mode to create flat area at the specified height in terrain.color the uniform color output can be used for blending various textures or combining flat color on top of an existing color map to modify the tint via various blend modes.noise the noise output can be merged with other nodes output to add jittery effects. in most situations you may want to use the noise node instead. the noise mode was added to the constant node to reduce the need to create flat constant and then apply the noise node on top of it to create flat noise map could be used elsewhere in the graph.propertiesoutput the type of output to create. heightcreate flat terrain of the specified height. colorcreate flat color output of the specified color. noisecreate flat terrain with the specified noise.height the height of the blank terrain. color the color to use for creating flat color output. noiserandomrandom dots. gaussiansofter clustering. impulsesharp strong spikes. laplaciansharp low density clusters.iterations the number of noise iterations performed on the terrain. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Primitives/Cracks.html","hive":"Node Reference","title":"Cracks","text":"uid cracks\r title cracks the cracks primitive creates large cracked patterns on flat base. you can use it to mask other nodes or subtract it from other primitives using the combine node.usagebasic technique by using combine to subtract out the cracks output you can cut out the pattern in the main terrain. nested patterns the default pattern may seem to geometric and simplistic. this by design so you have broad room to make modifications. create 3 different nodes one with large cracks one with medium cracks and one with small and combine them for more believable effect. as rule of thumb you can take the largest size right-click the scale slider and select the halve button. duplicate the node and halve it again for the next node.this may still look too simple for most usage scenarios. so you can add distortions to the nodes by using the displace option in the postprocess. this will create more natural-looking cracks. remember to modify the seed property under the displacement post process slider to make each node randomized. when subtracting this pattern out of another terrain you can get complex subtle effects. if you need more elaborate distortions in your patterns you can add warp node to each cracks node. propertiescracks style the style of the crack pattern generated by the node. normalthe default style creates cracks gentle slope inward. hardthe edges of the cracks are not refined and may show aliasing. this may be useful if the softer edges create artifacts in other nodes. classicthe default style from previous versions of gaea. this creates very thin cracks without slope curve.octaves the number of crack pattern sets to generate. scale the overall size of the cracked pattern. depth the depth of the cracks. it also widens the cracks. jitter control the offset of the cracks between symmetrical and chaotic. warp strength the strength of the warp distortion applied to the cracks. warp size the size of the warp distortion applied to the cracks. seed the randomization pattern or seed for the nodes process. advanced settings scale x the non-uniform scale on the x axis. scale y the non-uniform scale on the y axis. "},{"url":"/Reference/Primitives/DriftNoise.html","hive":"Node Reference","title":"DriftNoise","text":"title driftnoise\r uid driftnoise driftnoise unique primitive can create overlapping shelves. it versatile primitive noise can be used in various scenarios from cliffs to crack production. propertieslarge structure scale size of the larger shelves. channels amount of channeling in the shelves. direction direction of the larger shelves. small structure scale size of the smaller shelves. undulation undulation gives the wavy warp motion to shelves. direction direction of the smaller shelves. process octaves complexity of the shelves. chaos gives uneveness to the overlapping shelves. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Primitives/File.html","hive":"Node Reference","title":"File","text":"uid file\r title file the file node loads any supported image or data file as terrain. it supports all major file formats and you can load either grayscale image as heightfield or rgb color image as color map. note about scale in most cases you can use the raw scale setting. this will interpret the data within normal 8 16 or 32 bit data range. if your uses excessive scale values go below zero you may need to use the normalized or mapped mode. if you wish to handle scale manually you should turn on clamp in postprocess to ensure data does not go beyond anticipated ranges which may cause other nodes to break. the mapped mode mainly used for communicating with other applications in automation scenarios where the incoming and outgoing data must retain specific number range. propertiesfile processing file the file to load. save as relative path store the file path relative to the .tor file rather than the full file path. this useful when you need to share or transport the file. scale the scaling method to use. rawuse the height values the file provides. normalizednormalize the height values to gaeas scale. mappedinterpret the incoming data according to the custom range values in the build tab. high quality scaling sacrifice speed to increase the quality of the scaling. this very useful if you have lots of small details you need to preserve or if youre upscaling from much lower resolution. treat as rgb treat the incoming file as color image instead of grayscale heightfield. enforce linear gamma enforces linear gamma in the loaded terrain. "},{"url":"/Reference/Primitives/Gabor.html","hive":"Node Reference","title":"Gabor","text":"uid gabor\r title gabor gabor noise one of the lesser used noises but provides wonderful pattern-friendly noise can be used to simulate various aspects of nature. gabor shapes are dramatically different when compared to the common perlin and voronoi nodes. it can be used to create sand-like patterns modulated hills and more. along with perlin and voronoi we consider gabor to be one of the foundation nodes of gaea. propertiesgabor sizeentropyanisotropyanisotropy azimuthseed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Primitives/Gradient.html","hive":"Node Reference","title":"Gradient","text":"uid gradient\r title gradient the gradient node very useful starting primitive especially when displaced or modified to create randomness. it also very useful mask generator. this primitive creates three distinct types of gradients linear radial and helix. several properties shown below are unique to each gradient type. propertiestypelineara ramp going from lowest to highest. radiala soft radial bump. helixa climbing spiral or helix gradient.scale the scale of the gradient. direction the angle of the linear gradient. edge behaviornoneedge pixels are left blank. mirroredge pixels are mirrored. repeatedge pixels are repeated. edgex horizontal placement of the gradient. y vertical placement of the gradient. start where the helix will start. end where the helix will end. "},{"url":"/Reference/Primitives/LineNoise.html","hive":"Node Reference","title":"LineNoise","text":"uid linenoise\r title linenoise linenoise geometry generator creates sets of lines which can be distorted and used with other noises and fractals to produce layered ridges.the auto level log and equalize post-process options can be very useful for managing the noise values. propertiestyperandomcreates equal variety of heights. gaussiancreates mostly high noise with fewer dips. impulsealmost flat with few sharp dips. uniformvery flat with lots of low dips.seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Primitives/Mask.html","hive":"Node Reference","title":"Mask","text":"uid mask\r title mask the mask node lets you draw mask. you create the mask by drawing it in the mask interface which launched by the edit mask button in the properties panel. todo image for drawing you have two options draw and erase. the brush size slider lets you change your brush size for either operation. if the input port connected to another node 2d representation of terrains shown in the background as guide. this optional as the input port only provides drawing guide and does not affect the actual mask. propertiesblur power the amount of blurring to apply. "},{"url":"/Reference/Primitives/MultiFractal.html","hive":"Node Reference","title":"MultiFractal","text":"uid multifractal\r title multifractal multifractal creates multi-noise can have large level of variations. often useful for texturing. propertiesfractal noise typefbmuse for varied noise. billowyuse for lower more bulbous shapes. ridgeduse for sharp shapes.auto octaves automatically sets the octaves. octaves number of octaves higher values create more complexity. largescale size sets the scale of the shape. higher value creates larger shapes lower value creates noisier shapes. feature sizeroughness lower value creates smoother shapes higher value creates rough shapes. edge smoothing smoothes the shape of the terrain. seed the randomization pattern or seed for the nodes process. variation variation typevariationsmoothnessvariation contrastdampingbiaswarp perturbnoneno warping. simplesimple soft warping. complexcomplex turbulence warping.relative warp sizewarp strengthwarp complexitywarp roughnesswarp attenuationwarp iterations"},{"url":"/Reference/Primitives/Perlin.html","hive":"Node Reference","title":"Perlin","text":"uid perlin\r title perlin perlin the most basic and essential noise. in gaea weve made geo-variant by modifying the base perlin shape to fit the needs of terrain design from the beginning. propertiesperlin scale the scale of the noise. higher values create larger less detailed shapes. lower values create noisier highly detailed shapes. octaves the number of noise octaves. higher values create more complexity. noisefbmuse for varied noise. ridgeduse for sharp ridges. billowyuse for lower more bulbous shapes.seed the randomization pattern or seed for the nodes process. warp perturbnoneno warping. simplesimple soft warping. complexcomplex turbulence warping.warp frequency frequency of the warp. higher numbers create stronger warping. warp amplitude the strength of the warping applied to the base noise. warp octaves the complexity of the warping shape. transform scale x the non-uniform scale of the x axis. scale y the non-uniform scale of the y axis. "},{"url":"/Reference/Primitives/Resource.html","hive":"Node Reference","title":"Resource","text":"uid resource\r title resource the resource node allows you to access any resource added to the projects resource manager. if you are relying on an external library of files it may be useful to add them to the resource-manager and access them through the resource node.adding too large or too many resources to the project may slow down the project and create large save size for the .tor.resources addon file. we recommend using it sparingly and removing resources when they are no longer needed. propertiesresource"},{"url":"/Reference/Primitives/SlopeNoise.html","hive":"Node Reference","title":"SlopeNoise","text":"uid slopenoise\r title slopenoise slopenoise unique primitive specifically for creating expansive sloping terrains. slopenoises internal noise distortions create shape very conducive to strong flowing erosion. slopenoise fantastic for medium range or close-up scenes where you want to dramatically show the scale and height of the slope. propertiesscale the scale of shapes on the slope. displacement the amount of displacement to perform on the slope shapes. direction the direction of the slope gradient. stratified when enabled creates long stratified protrusions on the slope. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Primitives/Voronoi+.html","hive":"Node Reference","title":"Voronoi+","text":"uid voronoi+\r title voronoi+ more flexible version of voronoi based on clustering can be useful for advanced scenarios. while the voronoi node uses fixed set of points to generate the pattern voronoi+ uses randomized points you can control. propertiesiterations the number of generative passes. higher numbers create more complexity but may take bit more time to generate. distributionpoissonseemingly random placement with natural pattern. randomfully random placement. gridgrid placement in strict columns and rows.noisy edges todo strength todo density todo seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Primitives/Voronoi.html","hive":"Node Reference","title":"Voronoi","text":"uid voronoi\r title voronoi voronoi staple of procedural design. it creates sharp geometric patterns. the version in gaea however geo-variant. we have modified the base voronoi shape to fit the needs of terrain design from the beginning. propertiesvoronoi scale the perceptual scale of the voronoi shapes. higher values create more shapes. jitter control the offset of the voronoi points between symmetrical and chaotic. seed the randomization pattern or seed for the nodes process. dual creates two overlapping voronoi patterns. warp perturbnoneno warping. simplesimple soft warping. complexcomplex turbulence warping.warp frequency frequency of the warp. higher numbers create stronger warping. warp amplitude the strength of the warping applied to the base noise. warp octaves the complexity of the warping shape. advanced settings scale x the non-uniform scale of the x axis. scale y the non-uniform scale of the y axis. functioneuclideaneuclidean function. manhattanmanhattan function. naturalnatural geology-friendly version of euclidean.formcvoronoi cells with height decided by the cells themselves. nvoronoi cells with height decided by the nearest neighbor. r pthe default look for this geo-variant suitable for creating mountains. aa mix between p and m. sindividual mountains with fully separated boundaries. mfavors the strongest cell; good for creating big mountain slope. dfavors ridges over cell centers."},{"url":"/Reference/GeoPrimitives/Badlands.html","hive":"Node Reference","title":"Badlands","text":"uid badlands\r title badlands badlands creates large variation rock formations often with river in between. you can switch between large and small type of generation as shown in the images below. you can further control the feature size through the scale slider. usagedesert landscape badlands can be used to create quick desert landscape. by adding lookdev nodes such as stacks and canyonizer you can quickly achieve this look. using low sedimentation in erosion can help create nice drainage networks as well. propertiestype overall style of the terrain. largegenerates large type formations. smallgenerates small type formations.scale the scale of the overall geological features of the terrain. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Canyon.html","hive":"Node Reference","title":"Canyon","text":"uid canyon\r title canyon canyon simple fast and detailed canyon primitive. it creates drainage based river canyon. propertiescanyon structurecanyoncreates canyon. collapsecreates collapsed canyon. wallcreates wall of canyon.typesimplecreates simple canyon. granularcreates detailed canyon.scale the scale of the canyon. width the width of the canyon. slotvalleysurroundingdepth the depth of the canyon. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Crater.html","hive":"Node Reference","title":"Crater","text":"uid crater\r title crater the crater primitive creates different types of crater shapes. like all primitives it not meant to be the finished product but rather starting point from which to develop your own detailed shape. craters can be either volcanic which start at the base and go up in conical shape; or they can be impact where the inside of the crater can be deeper than the base or the ground around the crater.impact crater the base higher than the ground as the impact crater goes below the surface. volcanic crater the base flat area and easier to combine with existing terrains.propertiescrater profile the different types of crater styles. craterfieldcreates craterfield which has combination of small and large craters. cratercreates single crater.scale the scale of the volcano. depth depth of the impact. lowering the depth also elevates the surrounding ground level. density density of craters in the craterfield. floor the altitude of the crater floor. depth depth of the impact. lowering the depth also elevates the surrounding ground level. outer scale the scale of the outer elevated wall of the impact zone. inner scale the scale of the inside of the impact zone. modulate modulate the distribution between the ground walls and floor of the crater zone. lip creates transition wall or lip between the inside and outside of the impact zone. global x horizontal placement of craterfield. y vertical placement of craterfield. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Dunes.html","hive":"Node Reference","title":"Dunes","text":"uid dunes\r title dunes the dunes node allows you to create large sea of dunes in systematic undulation. or you can create smaller cropped sections of large sand dune with lots of small variations and details. sediment or alluvium nodes are great for adding further detail to the dunes.dune sea uniform set of dunes covering large area. chaotic windswept unruly portion of sand dune covering smaller area.propertiesstructure methodsingle passsmalllargeundulationwind channelsdirection (large)direction (small)scalewind directiondune typechaosundulationshape softness softness of the dunes. sharpness sharpness of the dune edges. height the height of the dune. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Fault.html","hive":"Node Reference","title":"Fault","text":"uid fault\r title fault the fault primitive creates fault in the terrain. the shape can be anything from crack to valley based on the settings.the fault node has been superceded by the canyon node. please use in all new projects. propertiesfault width width of the fault. depth depth of the fault. shrink shrinks the fault from the edges. scale scale sets the scale of the fault. chaos adds uneveness to the fault shape. location x horizontal placement of the fault. y vertical placement of the fault. angle places the fault at the selected angle. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Hill.html","hive":"Node Reference","title":"Hill","text":"uid hill\r title hill hill cousin to the mountain node this primitive creates standalone hills with minor built-in erosion to mimic the needs of smaller scale formation. propertiesscale scale of the hill. height height of the hill. erosion amount of erosion to be applied on hill. shape defines the shape of the hill. craggyrockyalternatedeterministic (slow)seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Igneous.html","hive":"Node Reference","title":"Igneous","text":"uid igneous\r title igneous the igneous node creates semi-complete sandstone terrain featuring multiple plates crashing into each other to make large angled rock formations. this can be used for large-scale desert scenes or even as floor for hero mountains when combined. propertiesscale the size of the plates. power the power of the inter-plate collisions. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Island.html","hive":"Node Reference","title":"Island","text":"uid island\r title island the island node lets you draw basic shapes from which entire landmasses can be generated. to draw an island open the editor from the properties panel and draw your basic island shape. it best to create coarse less-defined shapes and let the algorithm generate the details for you. once the general shape ready you can then use smaller brush sizes in both add and subtract modes to refine the coastlines.when refining the shape keep your eye on the underlying generated shape instead of on your drawing. this will help you follow what changes. propertiesblur breakage the amount of breakage along the island bodies. higher values create larger number of coastal shifts and smaller islands. complexity the overall complexity of the coastal shapes. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Mountain.html","hive":"Node Reference","title":"Mountain","text":"uid mountain\r title mountain mountain one of the most versatile primitives in gaea. it uses modulated voronoi pattern and distortions to create realistic mountain shapes ready for further modification and erosion.for simple results such as distant mountains dont require much detail you can create mountain primitive with scale of your choice and add the erosion node. this the easiest way to create lot of simple assets. propertiesmountain scale the perceptual scale of the mountain. edge the faded edge sprawl of the mountain. bulky this bulks up the mountain shape. height changes the height of the mountain. type four different generative algorithms for the shape. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Plates.html","hive":"Node Reference","title":"Plates","text":"uid plates\r title plates plates new primitive based on perlin core with flat plate-like formations created in between larger perlin-esque shapes. the flat slanting areas can make great slopes — especially when combined with displace nodes. propertiesscale the scale of the overall field of shapes. steepness the steepness of the slopes. collision amount of collision between plates. higher values create chaotic shapes. slant when enabled adds second slope to the edges. inverse inverts all sloping operations to 180 degrees. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Range.html","hive":"Node Reference","title":"Range","text":"uid range\r title range range does for mountain ranges what mountain does for hero mountains. the range primitive quickly sets up an entire mountain terrain with shapes highly optimized for eroding large scale landscapes. range comes in two flavors high altitude which generates taller mountains with little to no ground area; and with base which creates more rugged but expansive areas nearly 4x the size of high altitude. the latter very useful for heavy erosion to create vast mountainscapes. the former better suited for being up in the mountains. the with base option may not look much but it can produce beautiful results when processed with erosion. high altitude closer crop of mountainous area at higher altitudes. this includes the larger slopes and peaks but not the base of the mountain. with base wider crop of mountain chain showing multiple peaks and the valleys and fields between them.range (in both forms) best eroded with two erosion nodes. one erodes the entire environment lightly with no downcutting and another applies erosion with medium downcutting but biased to the top 20-30% of the altitude in the selective processing options. propertiesmountain range stylehigh altitudecreates the higher mountain range areas closer to the peaks. with basecreates vast mountainscapes with more rugged features.scale the scale of the mountain range. higher values create more peaks. height the height of the highest peak. definition enhances the smaller details of the mountain shape. chaos creates randomized shapes break up the monotony of the base shape. seed the randomization pattern or seed for the nodes process. advanced settings scale x the non-uniform scale on the x axis. scale y the non-uniform scale on the y axis. "},{"url":"/Reference/GeoPrimitives/Ridge.html","hive":"Node Reference","title":"Ridge","text":"uid ridge\r title ridge ridge creates rugged ridgeline with multiple fractures and rock shearing. propertiesmountain ridge scale scale of the ridgeline. height sets the height of the ridge. definition adds details on the ridgelines. seed the randomization pattern or seed for the nodes process. advanced settings scale x the non-uniform scale of the x axis. scale y the non-uniform scale of the y axis. "},{"url":"/Reference/GeoPrimitives/RockNoise.html","hive":"Node Reference","title":"RockNoise","text":"uid rocknoise\r title rocknoise rocknoise useful tool for generating fields of rocks with size variations and controllable density. its flat generation makes it easy to apply the rocks to any surface using the embed and insert modes in the combine node. rocknoise can be mixed with other nodes like rocky and outcrops to create even more diverse rock formations. in the example above rocknoise embedded into the output of an erosion node using the wear output as mask. rocknoise has minimal interface lets you control the density and number of octaves of the generated rocks. the size parameter determines the overall size of the largest rocks while the octaves work like in perlin noise where it add smaller rocks in between the larger ones from previous octaves. this allows you to create realistic-looking fields of rocks with high level of detail. propertiessize the relative size of the rocks generated by the noise. density the relative density of the rocks generated by the noise. octaves each octave adds smaller subdivided rocks in between the larger ones from the previous octave.seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Rocky.html","hive":"Node Reference","title":"Rocky","text":"title rocky\r uid rocky rocky primitive creates shattered rock floors. it can be used to rocky details to other shapes as well.rocks generated with this node are always on flat terrain. use the insert node to place rocks on other terrains have height variations. propertiesstyle choose from different rock styles aa surface with strong protrusions and more chaos. ba surface with fewer protrusions and mild chaos.size size of the cracks within the rock. small rocks the amount of smaller rocks or debris should be exposed. breakage the granularity of the debris in the broken portions of the rock surface. roughness warping of the smoother surface shapes. jitter useful utility for shifting shapes for artistic decision making. clusters the shape of rock clusters. offno clusters largecreate large clusters smallcreate small clusters shatteredcreate shattered clusters.erosion if checked it would run erosion pass on the rocky surface. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Sand.html","hive":"Node Reference","title":"Sand","text":"uid sand\r title sand sand creates medium and small level sand patterns. it can also be used to simulate dunes. propertiessand scale the scale of the sand pattern. uniformity gives uniformity to sand. wind direction the direction of the sand pattern. height the height of the sand pattern. shape softness softness of the sand pattern. sharpness changes the sharpness of the sand. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Slump.html","hive":"Node Reference","title":"Slump","text":"title slump\r uid slump slump simple primitive creates relative smooth hills with slumped (collapsed) areas. it very useful for creating large landscapes. propertiesscale the scale of the slump. noise style the type of noise style applied to the hill. slump style different type of slump styles. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/GeoPrimitives/Worselands.html","hive":"Node Reference","title":"Worselands","text":"uid worselands\r title worselands worselands creates rugged environment with sheared plates and often some hills. propertiesstructures type of structure worseland will create. largecreates larger structure.smallcreates smaller structure.scale the scale of the structure. complexity defines the complexity of the terrain. height the height of the terrain. chaos gives uneveness to the shape. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Warps/Displace.html","hive":"Node Reference","title":"Displace","text":"uid displace\r title displace the displace node distorts the input terrain using either built-in noises or custom input you can provide. displacement very useful way of adding perturbances and natural looking imperfections to terrains.if you need bit of roughness on the terrain without altering the general shape use vertical displacement with lower scale and higher complexity. propertiesdisplacement methodstandarddisplacement on the horizontal (x) and vertical (y) axes. verticalaltitude displacement on the height (z) axis. ruggedstrong displacement on the horizontal (x) and vertical (y) axes.uniform when enabled the strength sliders value applies to both the horizontal (x) and vertical (y) axes. strength the strength of the displacement. when uniform turned off this controls the displacement for the horizontal (x) axis. strength vertical available when uniform turned offthis controls the displacement for the vertical (y) axis. noise scale the scale of the internal noise. complexity the complexity (octaves) of the internal noise. seed the randomization pattern or seed for the nodes process. iterative iterations number of times the displacement applied repeatedly. this can help create more elaborate displacement effects. rotate the direction of the displacement. high quality when enabled higher quality displacement used to prevent directional stretching. this may take longer to process. transform x displacement on the x axis. y displacement on the y axis. scale x the non-uniform scale on the x axis. scale y the non-uniform scale on the y axis. "},{"url":"/Reference/Warps/DWarp.html","hive":"Node Reference","title":"DWarp","text":"uid dwarp\r title dwarp dwarp or directional warp uses secondary input to warp the first input in uniform direction. propertiesstrength the strength of the warp. direction the direction of the warp. edge behaviouredge mirroredge pixels are mirrored."},{"url":"/Reference/Warps/Warp.html","hive":"Node Reference","title":"Warp","text":"uid warp\r title warp warp more powerful version of displace. it can take the terrain and warp the shape creating more organic shapes. in terrains it can help create more believable shapes or alter simple shapes into more complex formation. in masks it can help create breakups can make linear mask more random and chaotic without losing its general shape.comparison to displace unlike displace warp uses more complex algorithm while being significantly faster. (up 60x in many situations) by using vector fields the warping created by this node result in more comprehensive shapes without creating directional tearing or over-stretching the original shape.warp as post process warp also built into the postprocess for easy access.propertiesnoise sizestrengthz-scalewarp sourceperlin fbmused for varied noise. voronoi r voronoi pthe default look for this geo-variant suitable for creating mountains. voronoi aa mix between p and m. voronoi sindividual mountains with fully separated boundaries. voronoi mfavors the strongest cell; good for creating big mountain slope. voronoi dfavors ridges over cell centers.perturbationcomplexityroughnessnormalizededge behaviouredge mirroredge pixels are mirrored.modulationmodulation directionseed the randomization pattern or seed for the nodes process. iterative iterationsmode"},{"url":"/Reference/Adjustments/Abs.html","hive":"Node Reference","title":"Abs","text":"uid abs\r title abs the abs node lets you modify the terrain or mask by eliminating values are either higher or lower than the exact value specified. propertiesthreshold the exact value to keep. "},{"url":"/Reference/Adjustments/AutoLevel.html","hive":"Node Reference","title":"AutoLevel","text":"uid autolevel\r title autolevel autolevel composite leveling node allows you to level your terrain using one or more methods. this node can be useful when you want to stretch your terrain vertically or emphasize certain types of heights. it can also be very useful when working with masks; such as flow output from the erosion node or any other 2d mask may look too faint. by default autolevel automatically stretches the heights of the terrain between 0 to 100% height while maintaing the proportions. all leveling modes provide strength slider to manage the amount of modification.autolevel recommended over equalize in most situations. the latter may make terrains look too bulky and remove delicate features in some cases. propertiesautolevel apply autolevel automatically levels the terrain where the heights are proportionately distributed between the highest and lowest points. strength the strength of the applied levels method. raise apply raisemultiplier the strength of the applied raise. logarithmic apply log applies logarithmic scaling to the terrain. it works similarly to autolevel but uses logarithmic curve bulks up the terrain much more. inverse inverts the log curve. log the strength of the log curve. equalize apply equalize equalizes the terrain where the heights are linearly distributed between the highest and lowest points. equalize the strength of the equalization. gamma apply gamma applies gamma-style height adjustment to the terrain. auto-gamma applies auto-gamma. gamma the gamma amount to be used. this only works when auto-gamma turned off. "},{"url":"/Reference/Adjustments/Blur.html","hive":"Node Reference","title":"Blur","text":"uid blur\r title blur the blur node diffuses sharp shapes and softens the terrain. ^alsopost propertiesblur power the strength of the blur. for optimal speed use high power and low iterations. although you may see square artifacts with too high values. iterations the number of blur iterations to be repeated. for best quality use low power and at least 4 iterations. sigma the sigma or radius of the gaussian blur. (only available for gaussian blur) direction the direction of the motion blur. (only available for motion blur) typefastapplies fast blur. gaussianapplies gaussian blur. radialapplies radial blur. motionapplies motion blur. smoothapplies smooth blur."},{"url":"/Reference/Adjustments/Clamp.html","hive":"Node Reference","title":"Clamp","text":"uid clamp\r title clamp clamp allows you to control the height of the terrain. you can use it to squash the terrain clip it at certain heights or make it taller using the extend operation. ^alsopost propertiesmin the minimum altitude. max the maximum altitude. operationclampthe terrain proportionally reduced in height. clipthe terrain clipped beyond the extents provided. extendthe terrain sharply extended beyond the extents provided.drop to floor remove any excess height from the bottom of the terrain droppin the terrain to the floor. "},{"url":"/Reference/Adjustments/Combine.html","hive":"Node Reference","title":"Combine","text":"uid combine\r title combine the combine node one of the most important nodes in gaea. it allows you to take two outputs (terrains masks or color maps) and combine them using various mathematical operations often known as blend modes. in addition the combine node also gives you separation mask for texturing purposes when working with terrains and masks. using combinecolor mixing with gaea 1.2 combine has replaced the mixer node. combine can now handle color map blending to give you additional flexibility. combine will switch to color blending mode when the first input color map. the second should be color map too. if the second input mask or heightfield it will be converted into an rgb color map. inversely if the first input heightmap or mask and the second color map the second map will be converted into grayscale mask.example this an example of equally blending (mode blend ratio 50%) perlin and mountain nodes. if you switch the mode to max and ratio to 100% if you plug in shape of any kind to the mask input of the combine node the brighter parts of the mask will be replaced with the first input while darker areas will be replaced with the second input. if your mask soft (ie - lots of grays instead of just black and white) then the blending between the two will be soft. this usually the preferred method.additional scenariosclamped output by default combine will clamp the output between 0..1. this safety precaution for mixing masks and other values where the value scale not readily apparent and can cause issues in other nodes. if youre adding two terrains where the combined output goes beyond 1.0 it will return flat portions in such areas. to prevent this you can turn off clamp output. however to properly use this data you must bring it within the acceptable range. to do this you should enable autolevel (lv) in the postprocess and then clamp. this will bring the whole mask or terrain within the safe range. alternatively you can add an fx node to the combine output or other nodes like clamp and bring it down manually.propertiesmethodblendblends the values of the two inputs. addadds input2 to input1. screenadds input2 to input1 without overexposing the output. subtractsubtracts input2 from input1. multiplymultiplies input1 by input2. dividedivides input1 by input2. maxselects the higher of the two inputs. minselects the lower of the two inputs. sqrtthe square root of the two combined terrains. poweruses input2 to create exponents of input1. differencecreates the difference of the two inputs. insertinsert relatively flat and isolated shapes into an uneven surface such as sand dunes while retaining the flatness of the rocks.. embedembed any shape into any other terrain by performing height-preserving add function.ratio the ratio applied to the selected method. swap inputs switches the two inputs. separation mask when enabled creates separation mask separates the original elements from the combined output. clamp output clamp the output between 0..1 values removing any excess spikes or out-of-bound values. you can turn this off if you are sure your values are already within the 0..1 range as this can result in minor speed increase. abs when enabled any value above 0.0 forced to become 1.0. this useful for creating hard boundaries out of masks. threshold when abs enabled it the threshold for the abs operation. when insert mode active it responds to the threshold to which insertion should take place. flatten the amount of flattening the local terrain must go through to insert an uneven shape. only available in insert mode. threshold the extent of insertion or embedding. use it to multiply the ratio value. only available in insert ormode. "},{"url":"/Reference/Adjustments/Curve.html","hive":"Node Reference","title":"Curve","text":"uid curve\r title curve propertiesmodegentleapplies simple curve. intenseapplies complex curve.curveflipflips the curve. randomrandomizes the curve point values. evenevenly distributes the curve point values. resetresets the curve points."},{"url":"/Reference/Adjustments/Denoise.html","hive":"Node Reference","title":"Denoise","text":"uid denoise\r title denoise\r special parallel denoise general purpose noise removal filter. denoise systematically cleans up random noise spikes and extremely sharp edges. single iteration appropriate in most cases. for extremely noisy terrains require several passes it recommended the desired area be masked to protect the rest of the terrain from losing important details. propertiesstrength the strength of the denoise operation. higher values can take very long time. use cautiously. despeckle despeckle cleans areas in which noise noticeable while leaving complex areas untouched. the noise reduced without severely affecting contours. apply enhancement when enabled more aggressive denoising applied. target stray pixels only when enabled it will only affect single pixel noise or residual artifacts from previous processes. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Adjustments/Flip.html","hive":"Node Reference","title":"Flip","text":"uid flip\r title flip the flip node flips the terrain horizontally vertically or both. it can also invert the x-y ordering of the individual pixels. propertiesdirectionhorizontalflips the terrain horizontally. verticalflips the terrain vertically. bothflips the terrain both horizontally and vertically."},{"url":"/Reference/Adjustments/Fx.html","hive":"Node Reference","title":"Fx","text":"uid fx\r title fx the new fx node pretty much the same as the postprocess but in node form. it often process of trial and error where am adjustment node would need to be replaced with another. sometimes the node would need to be chained with another. the fx node makes process easier by combining all the common adjustments inside single node and allowing you to toggle them on and off. additionally it has its own postprocess so you can apply further adjustments. propertiespost process autolevel automatically levels the terrain where the heights are proportionately distributed between the highest and lowest points. equalize equalizes the terrain where the heights are linearly distributed between the highest and lowest. log applies logarithmic scaling bulks up the terrain. invert inverts the terrain. abs abs node modifies the terrain by eliminating values are either higher or lower than the value. blur applies blur to the terrain. clamp the terrain proportionally reduced in height. clip the terrain clipped beyond the extents provided. raise raises the terrain by the specified amount. multiplier multiplier the amount by which terrain raised. shaper bulks up or bulks down the output. "},{"url":"/Reference/Adjustments/Gamma.html","hive":"Node Reference","title":"Gamma","text":"uid gamma\r title gamma the gamma node applies gamma adjustment to the heightfield. it works exactly as gamma works in an image processing program. propertiesauto-gamma automatically choose gamma value based on the input terrain or mask. gamma the gamma range 0.0 to 2.5 with 1.0 being neutral or the original incoming gamma. "},{"url":"/Reference/Adjustments/Heal.html","hive":"Node Reference","title":"Heal","text":"uid heal\r title heal the heal node can reconstruct damaged low res or 8-bit data with 16-bit high resolution fidelity. the heal node can take quantized images with extreme banding of any shape and clean up the terrain into naturalistic output. heal can consume 8-bit data (visually) damaged images or low quality satellite data — even with bad jpeg artifacts — and turn it into reasonably clean heightfield. it also useful for upscaling lower resolution data such as google map extracts.obviously not all data can be reconstructed but you can get fair bit of quality back. below an example where we downsample 16-bit heightfield to 8-bit and then reconstruct it using the heal node.todo image propertieslevel the level of healing to apply to the data. advanced enables additional options. softness the softness of the reconstruction features. iterations the number of times the reconstruction process applied. use lower values for level and softness with higher iterations for more refined results. "},{"url":"/Reference/Adjustments/Insert.html","hive":"Node Reference","title":"Insert","text":"title insert\r uid insert insert utility node lets you insert sparse heightfield into another heightfield while preserving the target heightfields relative heights. common example creating rocks on flat (clipped) surface and then inserting them onto terrain. unlike max or add combines insert preserves the inserted heightfield and does not add artifacts or shapes from the underlying heightfield. "},{"url":"/Reference/Adjustments/Invert.html","hive":"Node Reference","title":"Invert","text":"uid invert\r title invert invert node inverts the incoming heightmap. "},{"url":"/Reference/Adjustments/MultiCombine.html","hive":"Node Reference","title":"MultiCombine","text":"uid multicombine\r title multicombine multicombine similar to combine but more useful when mixing several inputs. ^hiddenports propertiesmethodblendblends the values of the two inputs. addadds input2 to input1. screenadds input2 to input1 without overexposing the output. subtractsubtracts input2 from input1. multiplymultiplies input1 by input2. dividedivides input1 by input2. maxselects the higher of the two inputs. minselects the lower of the two inputs. sqrtthe square root of the two combined terrains. poweruses input2 to create exponents of input1. differencecreates the difference of the two inputs.uniform treat all inputs equally. ratio the ratio to be applied for all inputs if uniform option checked. ratio 1 the ratio between input port and layer1 port ratio 2 the ratio between input port and layer2 port ratio 3 the ratio between input port and layer3 port ratio 4 the ratio between input port and layer4 port ratio 5 the ratio between input port and layer5 port ratio 6 the ratio between input port and layer6 port ratio 7 the ratio between input port and layer7 port ratio 8 the ratio between input port and layer8 port ratio 9 the ratio between input port and layer9 port "},{"url":"/Reference/Adjustments/Sharpen.html","hive":"Node Reference","title":"Sharpen","text":"uid sharpen\r title sharpen\r special parallel sharpen enhances the edges and small structures of terrain by making them more prominent.use sparingly. high values can create sharp artifacts on your terrain which may cause issues on playable terrains in games as well as artifacts in lod generation. propertiesamount the amount of sharpening to be applied to the structures. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Adjustments/Sine.html","hive":"Node Reference","title":"Sine","text":"uid sine\r title sine sine remodulates the terrain noise in single sine or reflectance wave giving you fine control.sine can be great for getting variations from perlin noises when you want slightly unrecognizable or different noise. propertiesamount the amount of the ramp wave on the terrain. "},{"url":"/Reference/Adjustments/Threshold.html","hive":"Node Reference","title":"Threshold","text":"uid threshold\r title threshold the threshold node lets you alter the terrain based on the height limit specified. it can especially useful when converting soft mask to hard mask. propertiesscale todo bias available when adaptive turned on adaptive todo invert todo "},{"url":"/Reference/Adjustments/Transform.html","hive":"Node Reference","title":"Transform","text":"uid transform\r title transform transform allows you to move rotate and scale any terrain. the transform node can be implemented at any point in your graph as it post-process effect.if your terrain has hard edge try using the zero borders node before applying the transform node. propertiesscaleuniform this applies uniform scale. scale scale x the non-uniform scale on the x axis. scale y the non-uniform scale on the y axis. unfilteredfill edgesrotation angle the angle of rotation of the terrain. mirror edges edge pixels are mirrored. position x the location of the terrain. y the location of the terrain. "},{"url":"/Reference/Adjustments/ZeroBorders.html","hive":"Node Reference","title":"Zero Borders","text":"uid zeroborders\r title zero borders the zero borders node allows you to softly transition the edges of terrain into nothing. it similar to vignette effect in paint applications. this node particularly useful when using bomber or other effects where the tall edge would be problematic.if you are using zero borders to repeat the terrain shape you may want to try the seamless node instead. propertieszero borders moderoundcreate round shaped borders. squarecreates square shaped borders. precisecreates borders as per the terrain.margin the amount of margin for borders. falloff the soft falloff at the edge. auto when auto checked falloff amount auto applied. blur power the amount of blur applied at the edges. iterations the iterations of blur to be processed. "},{"url":"/Reference/Profile/Distance.html","hive":"Node Reference","title":"Distance","text":"uid distance\r title distance distance simple distance transform node allows you to create sloping shape from flat shape. it similar to the distance mode in apex but far superior and efficient. it works very well in conjunction with nodes such as mask island abs and anything else produces hard flat shapes. propertiesfalloffthresholdinvert inputinvert outputmultiply by input"},{"url":"/Reference/Profile/FractalTerraces.html","hive":"Node Reference","title":"FractalTerraces","text":"uid fractalterraces\r title fractalterraces fractalterraces creates terraces or stratification of the terrain. the node fractal in nature and terracing performed in multiple octaves giving you very high level of detail. you get detailed control over the edge shape uniformity rock hardness and overall character of the terracing. propertiesterracing modeclassicthe old method of generating fractal terraces. it provides fewer options and mainly provided for backward compatibility with older projects. improvedthe new default method. it provides detailed control over the fractal shape.spacing the space between two terraces. octaves the number of terraces to generate including subtle sub-terraces based on the space value above. intensity the strength of the terracing process. higher intensities flatten the terrace. shape the general shape of the terraces. lower values create steeper terraces are closer to the terrains bulk while higher create smoother terraces protrude outward. seed the randomization pattern or seed for the nodes process. advanced shapes separationmacro octavesmicro shapecharacterthickness uniformityhardness uniformitystrata details"},{"url":"/Reference/Profile/Recurve.html","hive":"Node Reference","title":"Recurve","text":"uid recurve\r title recurve recurve curvature-based expander node. it can inflate and or deflate the terrain to create stronger slopes and larger softer formations from given noise or terrain.despite appearances recurves output very sensitive to subtle changes in the source heightfield. for example if prior to recurve you apply microerosion or breaker then recurve will create very specific flow pattern on those grooves and valleys. propertiesmodepower the strength of the inflate deflate operation. higher values cause drastic shifts in shape formation. scale the amount of details to preserve. higher values cause more prominent shapes to form. duration number of operations to repeat. degrees the angle of the recurve. inflate whether to inflate the terrain. off deflates the terrain. preserve fidelity this creates fixed recurve shape at any resolution. "},{"url":"/Reference/Profile/Shaper.html","hive":"Node Reference","title":"Shaper","text":"uid shaper\r title shaper the shaper node can bulk up or bulk down terrain. shaper mainly created to add more body to landscape before eroding to avoid 人 look after eroding. usually if you erode λ shape you get 人 shape. if you apply shaper the pre-erosion shape becomes ∩ shape and after eroding it will be λ retaining the bulk in higher altitudes. shaper also lets you work in local areas so the effect applied non-uniformly to the terrain. additionally you can also preserve fine details.shaper very useful tool fast and effective. you can use it through the fx node as well as the postprocess. however the shaper node the only way to use the advanced options. propertiesshape negative values will bulk down the shape while positive values will bulk up the shape. local effectlocal areamaintain fine details when enabled finer detail preserved regardless of shape changes. detail size"},{"url":"/Reference/Profile/SoftClip.html","hive":"Node Reference","title":"SoftClip","text":"uid softclip\r title softclip softclip low-level utility lets you softly reduce the intensity of shapes above specified threshold. it can be comparable to masking shape with height node and then clamping portion. unlike such custom set up the softclip node gives better results at tremendously faster speed and requires no setup. propertiesclip modethresholdsoftnessclipping"},{"url":"/Reference/Profile/Terrace.html","hive":"Node Reference","title":"Terrace","text":"uid terrace\r title terrace terrace adds even stratification to the terrain.take look at the fractalterraces node which provides fractal generation and additional features. the terrace node not deprecated or considered obsolete however in most scenarios fractalterraces will provide better results. propertiesterraces number of terraces to be added. uniformity makes the terrace uniform. steepness amount of steepness to be added to the terraces. intensitysoft falloffreprocessprocessseed"},{"url":"/Reference/Profile/ThermalShaper.html","hive":"Node Reference","title":"ThermalShaper","text":"uid thermalshaper\r title thermalshaper thermalshaper fast and effective way of condensing and coalescing shapes similar to what shaper does but in way where it in line with what thermal erosion does to terrain. you can use it to create smoother ridges or even bulk up terrain without creating bulbous shapes. thermalshaper works very well with rivers. propertiesinfluence the influence of the shaping on the input terrain. mid-values can give you good balance between the stark shape and the original terrain. shape negative values will condense the terrain into concise sharp ridges while positive values will bulk up the terrain by adding bulge. "},{"url":"/Reference/Filters/Aperture.html","hive":"Node Reference","title":"Aperture","text":"uid aperture\r title aperture the aperture node expands or compacts every single feature on the terrain similar to bokeh in camera. ^parallel propertiesmethod choose whether to expand or compact the visuals on the terrain. expandexpands the pixels. contractcontracts the pixels. spread reduceiterations number of aperture passes to perform on the terrain. higher number of passes creates pronounced effect at the expense of speed. kernel kernel the shape of the aperture. changing the kernel can change how the features on the terrain are modified. disklarge circular formation. diamondsmall diagonal squares. crosssmall cross pattern. can create predictable shape. for best results use with masking. octlarge octagonal formation. cornerlarge diagonal squares. ringsmall circular formation with steps terraces. sobelrectangular stretches which retain corner shapes.random when on each iteration uses randomly selected kernel. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Filters/Apex.html","hive":"Node Reference","title":"Apex","text":"uid apex\r title apex apex uses euclidean distancing (the same function used to create the voronoi pattern) to take any heightfield and turn it into stark pyramid-like mountain chain. it requires terrain with large difference between the highest and lowest points. applying warp after apex - especially in slant mode - can create very interesting effects. propertiesmode sets the processing method. the result can be dramatically different. distancecreates an increasing slope from the outline of the shape towards its centerline. slantcreates slopes like distance but creates steep slant as defined by the parameters.steepness steepness of the slopes. (distance only) slant of the left slope. (slant only) b slant of the right slope. (slant only) angle angle of the overall slant. (slant only) mirror edges mirror the edge pixels when there empty space. "},{"url":"/Reference/Filters/Bomber.html","hive":"Node Reference","title":"Bomber","text":"uid bomber\r title bomber the bomber node takes an input heightfield and stamps or bombs it across the entire surface of the terrain using the randomization properties you set. if your terrain has hard edge try using the zeroborders or clamp in clip mode before applying the bomber node. propertiesbombing distribution the method of distribution randoma randomized distribution results in pure chaotic patterns. poissona discrete probability distribution function results in natural distribution. grida normalized grid distribution function results in systematic pattern.clusters the number of independent distribution clusters. density the density of the independent clusters and the instances within each cluster. variations the number of variations to create. these variations will then be randomly repeated on the surface. higher numbers take longer to process but creates more varied results. jitter the random offset applied to each instance while distributing. blend mode how the base terrain and bombed instances are merged. addadds the two values together. screenadds the two inputs without overexposing the output. maxselects the higher of the two. difference creates the difference of the two inputs.variations strength the minimum contribution level in overlapping instances. strength max the maximum contribution level in overlapping instances. proportional enforce proportional scaling or allow non-proportional modifications. minimum scale the smallest randomized instance size. maximum scale the largest randomized instance size. minimum rotation the minimum randomized rotation angle. maximum rotation the maximum randomized rotation angle. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Filters/Cells.html","hive":"Node Reference","title":"Cells","text":"uid cells\r title cells this node quantizes the heightfield into discrete cells defined by the distance function. the default euclidian function creates basalt pillar-like shapes. propertiesscale the relative size of the cellular subdivision. chaos the general randomness of the subdivision. low values create systematic cells; high values cause the cells to widely differ both in shape and number of sides. seed the randomization pattern or seed for the nodes process. function the distance function used to determine the cell shape. euclideaneuclidean creates sharp angular cells. manhattanmanhattan creates slightly unnatural multi-angled shapes which can be quite useful when processed further. shepardsshepards provides stark peaks and sinkholes. hybrideuclidean-manhattan hybrid merges both distancing functions equally."},{"url":"/Reference/Filters/Noise.html","hive":"Node Reference","title":"Noise","text":"uid noise\r title noise applies controlled single-pixel noise onto your terrain. this resolution-dependent node. propertiesstrength amount of noise to be added. iterations number of iterations of the noise to be applied. methodrandomrandom dots. gaussiansofter clustering. impulsesharp strong spikes. laplaciansharp low density clusters.seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Filters/Origami.html","hive":"Node Reference","title":"Origami","text":"uid origami\r title origami the origami node creates diagonal multi-fold pattern. it can be used to create highly stylized terrain. when applied with specific masking and then processed further with erosion the folded structure can produce beautiful naturalistic results. propertiesamount the amount of re-folding to be applied to the terrain. low values create large folds; high values create tiny folds. "},{"url":"/Reference/Filters/Polar.html","hive":"Node Reference","title":"Polar","text":"uid polar\r title polar the polar node creates kaleidoscope-like effect on terrain. it can be very useful for creating distortion can be merged with the original terrain or used by itself for surreal output. propertiesdegrees the amount of polar distortion to apply to the terrain. ??? full single distortion. low values produce more repetitions; high values produce fewer repetitions. "},{"url":"/Reference/Filters/Repeat.html","hive":"Node Reference","title":"Repeat","text":"uid repeat\r title repeat this simple filter repeats or tiles given terrain. you can choose the number of times it repeated. in most cases you may want to use seamless before repeat to let the edges match seamlessly. propertiestiles the number of repititions on either axis. "},{"url":"/Reference/Filters/Repulse.html","hive":"Node Reference","title":"Repulse","text":"uid repulse\r title repulse the repulse node can push or pull the center of the terrain creating an explosion or implosion type outward distortion. propertiesamount the amount of repulse. negative values create an outward push; positive values create an inward pull. scale the size of the effect. x horizontal placement of distortion. y vertical placement of distortion. "},{"url":"/Reference/Filters/Seamless.html","hive":"Node Reference","title":"Seamless","text":"title seamless\r uid seamless seamless can transform any input terrain or color map into tileable repeating pattern. it requires very little effort. propertiesedge the amount of blending across the opposite edges. shift x shift blending on the x axis. shift y shift blending on the y axis. "},{"url":"/Reference/Filters/SlopeBlur.html","hive":"Node Reference","title":"SlopeBlur","text":"title slopeblur\r uid slopeblur propertiesslopeblur intensity lorem ipsum iterations lorem ipsum direction lorem ipsum asymmetry lorem ipsum normalized lorem ipsum window lorem ipsum quality quality lorem ipsum antialiasing lorem ipsum "},{"url":"/Reference/Filters/Swirl.html","hive":"Node Reference","title":"Swirl","text":"uid swirl\r title swirl swirl creates vortex warp on the terrain. it can be very useful for adding fluid look to the terrain. propertiesdegrees the strength of the vortex. negative values move the distortion clockwise; positive values move the distortion counter-clockwise. scale the size of the swirl. x horizontal placement of swirl. y vertical placement of swirl. "},{"url":"/Reference/Filters/Whorl.html","hive":"Node Reference","title":"Whorl","text":"uid whorl\r title whorl whorl applies multiple vortex-like distortions across the terrain to create large scale warping. this can be very useful when creating massive landscapes and wanting to avoid patterning in the noise or for creating slightly surreal or alien landscapes.whorl can be overpowering if used by itself. an effective way to tone down whorl to lower the influence value in postprocess or use one of the blend modes. propertieswhorls the number of whorls to add to the terrain. power the strength of the distortion applied with each whorl. typespinwhorls appear as round independent formations. stretchwhorls appear as stretched interconnected formations.seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Erosion/Alluvium.html","hive":"Node Reference","title":"Alluvium","text":"uid alluvium\r title alluvium\r special parallel the alluvium node creates soil deposits across the terrain either for filling crevices or for creating large deposits could cover large geological features. propertiesalluvium modeiterations number of iterations of alluivial deposits. amount amount of soil deposits. settlinghardness hardness of the rock material. power power of the erosion process. sediments amount of sediments to be deposited. flow settling of sediments. chaos general randomness in sediments. seed the randomization pattern or seed for the nodes process. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Erosion/Breaker.html","hive":"Node Reference","title":"Breaker","text":"uid breaker\r title breaker breaker creates large cracks in the terrain following the general rules of hydraulic erosion but without creating soil deposits. propertiesbreaker duration the number of breakage iterations to perform on the terrain. the default value should work in most situations. river length the maximum length of each break or river. erosion power the strength of the breakage process. high values may cause sharp drops and spikes depending on the terrain. depth depth of the cracks. advanced seed the randomization pattern or seed for the nodes process. hard cracks disables antialiasing and smooth of the crack edges. modefastprocesses faster but may not always result in the same pattern of cracks. accurateprocesses bit slower but ensures the pattern remains the same."},{"url":"/Reference/Erosion/Buildup.html","hive":"Node Reference","title":"Buildup","text":"uid buildup\r title buildup\r special parallel buildup an inverse form of erosion. instead of taking sediments away like the drag of hydraulic erosion buildup adds crusting to convex edges of the terrain. all erosion features found in terrain design software focus almost exclusively on carving the terrain which eventually results in predictable model. buildup conversely regenerates some of the lost mass filling up the excessively carved and convex areas. this quite useful for simulating ancient landscapes. propertiesbuildup amount the amount of sediment buildup to add to the terrain. dispersion the distance up to which the sediment buildup should expand. inversion invert the process of dispersion on slopes. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Erosion/Convector.html","hive":"Node Reference","title":"Convector","text":"uid convector\r title convector convector an exaggerated form of thermal erosion with few tweaks for stylized output. convector creates strong slopes and terraces at the same time offering unique flavor of erosion. the delicate terracing can be very useful as base for the erosion node. as you can see in the second screenshot these terraces help mimic big mountain — especially for snow accumulation purposes.todo image propertiesconvection iterations number of iterations of the convection process. steepness how much steepness to eradicate. low values create sharper drops. high values create smooth flows. strength strength of convection where sediments are bound together. cutoff altitude at which the effect cut off. options invert invert slope angles. add add mass to rocks. remove remove mass from rocks. "},{"url":"/Reference/Erosion/Crumble.html","hive":"Node Reference","title":"Crumble","text":"title crumble\r uid crumble propertiescrumble duration lorem ipsum strength lorem ipsum coverage lorem ipsum anisotropy lorem ipsum erosion rock hardness lorem ipsum downcutting lorem ipsum depth lorem ipsum "},{"url":"/Reference/Erosion/Deposits.html","hive":"Node Reference","title":"Deposits","text":"uid deposits\r title deposits\r special parallel the deposits node an amped up version of alluvium. it works similarly to alluviums deposits mode but processes faster and creates larger soil deposits by sacrificing finer details. it useful when you need very heavy deposits alluvium cant achieve. propertiesiterations number of iterations of deposits. sediments amount of sediments to be deposited. flow settling of sediments. chaos general randomness in sediments. seed the randomization pattern or seed for the nodes process. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Erosion/Erosion.html","hive":"Node Reference","title":"Erosion","text":"uid erosion\r title erosion erosion the cornerstone of all terrains. it simulates hydraulic erosion on the terrain to turn any shape into realistic looking terrain.it provides sophisticated erosion with very easy to use interface. the erosion node provides control over the scale where you can choose the size of the largest erosion feature as well as the overall scale of the terrain. the erosion nodes algorithm addresses one of the biggest problems in digital erosion it preserves features across different resolutions. this means 512 x 512 preview build will maintain essential parity for all major erosion features with high resolution 4k or 8k build. you no longer need to guess the output type. the algorithm also creates exquisite flows with naturalistic curves never before been seen in digital erosion. using erosionstrength and rock softness both strength and rock softness parameters affect the aggressiveness of erosion and effect from increasing of one can be similar to the effect of increasing other but there still the difference derived from the definition of these parameters. lesser strength means dissolved soil will be dropped earlier because of lower water transport capacity and lesser softness means the rock will be eroded slower but dissolved sediment will be dropped farther. this results in different distribution of deposits gullies and shapes of erosion features. low strength with very high rock softness retains the general shape. fewer cracks or fluvial grooves are created while some soft sediment accumulated on slopes. high strength with very low rock softness creates heavily eroded terrain with plenty of soft sediment.downcutting downcutting effectively transports sediment far away from its origin. if shorter transport distance desired for example for faster alternating between erosion deposition set this parameter to 0.0 or set inhibition to higher values. high downcutting with medium inhibition creates lots of deep fluvial grooves as well as excess sediments flow downslope. high downcutting with very little or no inhibition will create the same deep fluvial grooves but no excess sediments.scale and feature size the size of the features created during the erosion process - namely the width of largest valleys and ridges between them - controlled by the feature scale option where you can achieve artistic control over the erosion process. default feature size of 2000 (meters). reduced feature size of 50 (meters). the real scale option automatically controls the general scale (the extents of the terrain and the vertical scale) using the scale set in the terrain definition. although it can be turned off to manually change the physics of the erosion system although it not recommended for most scenarios.when using parallel processing the erosion algorithm can become non-deterministic. this means while most of the major flows will appear in the same location smaller features may appear somewhat different every time the node processed. to ensure fully deterministic processing disable parallel processing. this will sacrifice processing speed to ensure your results are consistent.sediment removal the new sediment removal feature lets you remove sediment deposits generated by the erosion process. by default the property applies uniformly across the entire terrain but it can be driven by heightfield or mask. ^todoimageselective processing selective processing one of the most powerful tools available in the erosion process. you can provide bias mask to drive aspects of the erosion process namely rock softness erosion strength and precipitation amount. ^todoimage it may sound like simple masking however there significant difference between masking the erosion node and using selective processing. with masking the effect tightly contained within the provided mask using compositing method (the same as using combine at 100% blend while providing mask). while with selective processing the mask provided will apply modifier to area however processing will still occur outside the bias mask.processing mask you can use two forms of masking for the selective processing the built-in masks called bias types or custom mask provided via the area input. custom masks can be any heightfield. the built-in bias masks are slope and altitude. they are mainly provided for convenience so you can quickly apply selective processing and be able to use it frequently without creating several nodes. both aspects go from 0 to maximum in normalized scale. this means 0% the bottom while 100% the top. for example if you want to mask the last 10% of mountain peak you would use 90% for the altitude bias. you can invert the mask by enabling reverse. the bias mask modulates or drives the value of the parameter across the terrain region. for example if you provide rock softness mask while your rock softness parameter set to 35% it will map the black or 0 part to 0% while the white will map to 35%. similarly erosion strength maps to the strength slider and precipitation amount maps to the duration slider.data output the erosion and wizard nodes create three key data outputs data description - wear the portions where erosion removes sediments. deposits the resting position of those sediments. flow the path of the sediments from their original location to the final resting position. these maps can be used for texturing or for driving other nodes.like other data maps the output may not be readily visible to the human eye. you can use fx to autolevel or equalize the output. you can also use abs to create solid mask.in digital terrains inexperienced artists will often try to use the flow output too prominently for texturing. while this may work in some situations it tends to create unrealistic textures and can make your terrain look fake and cg. see the misconceptions section below.determinstic output it worth noting due to the nature of the algorithm and parallel processing the erosion flow may differ slightly each time. to ensure 100% exact results every time you can turn on the deterministic option in the erosion node. this will force gaea to use single processor core which will result in slower processing but will ensure your results are completely predictable. this may not always be necessary. there are also workarounds. for example if you wish to control certain major flow lines you can create mask for the starting points of those flows and feed it to selective processing. this usually best done in second erosion node while the first one provides general erosion across the terrain.further reading see erosions for general information on erosion how it applies to procedural terrains and misconceptions about erosion. see these tutorials for examples of practical usage tut-selective-erosion tut-multipass-erosionpropertieserosion duration determines the duration of erosion simulation. this parameter can be set to higher value than 1.0 but note even default 0.04 (4%) enough for most cases resulting in prominent erosion effect. low duration values such as 0.02 and lesser can be useful for adding erosion details while keeping the main original landscape features unchanged. rock softness controls the softness of rock material. the softer rock is the faster erosion process. strength sets the strength of fluvial erosion. this parameter controls the sediment transport capacity how much of dissolved minerals water can carry. this parameter can be set to value higher than 1.0 this can speed up the erosion process but also can result in lesser erosion quality especially if erosion softness value high too. downcutting downcutting this parameter controls the amount of downcutting or vertical erosion. this additional erosion mechanics allowing water to transport sediments beyond the fluvial capacity by dragging and moving undissolved materials. this results in deeper gullies and can be useful for getting mountain ranges. inhibition this parameter controls special mechanics adding additional restraints for downcutting. it determines how undissolved sediments are slowed down by already dropped sediments causing downcutting to stop and drop its load. this allows to combine both variants of erosion with and without downcutting resulting at deep channels at some areas and alluvial fans in other areas. base level controls the base level for the vertical erosion process this the lowest elevation downcutting process can erode until it stops and begins to drop sediment. this elevation different across the whole terrain and depends on the terrain slopes relative altitudes stream velocity and other factors. this parameter can be useful for filling the largest valleys with deposit material forming valley floors. scale real scale automatically determine the scale from the terrain definition. feature scale determines the lateral size of the largest erosion features in meters width of largest valleys and ridges between them. terrain scale the simulated scale of the entire width of the terrain. (available when rivers turned on) verticality the simulated height of the entire terrain. (available when rivers turned on) flow random sedimentation this parameter controls randomization of sedimentation process. in the cases of usual uniform erosion it rarely has effect because multiple flows dropping sediments randomly results in uniform deposition field thus cancelling random sedimentation effect. this parameter for some non-standard scenarios for example masked precipitation where precipitation occurs at some areas only. volume this another special parameter which alters erosion physics treating water flows as volumetric objects affecting each other causing higher water levels during simulation which results in wider channels filled with more deposits. this another way to get valley floor and it works without downcutting. sediment removal removes the sediment produced in the erosion process. this can be modulated using the sedimental removal mask input. selective processing area effect this the effect applied when an area input specified or if bias defined in the settings. erosion strengththe input mask controls the erosion strength. rock softnessthe input mask controls the rock softness. precipitation amountin this mode mask controls rained areas allowing to rainfall to occur in the selected area only. the brighter mask is the more water rained. this masking mode allows to avoid boring look of uniformly eroded terrain. nonedo not apply selective processing.bias type the type of automatic bias to apply when an area input not specified. bias the strength of the bias. for slope it the steepness for altitude it the position from bottom. reverse reverse the bias direction. other settings seed the randomization pattern or seed for the nodes process. aggressive mode process erosion faster at the risk of creating soft erosion artifacts in some minor areas. deterministic (slow) parallel processing using all cpu cores can create small variations every time the node built. you can enable deterministic processing to ensure the exact same shape produced every time. however this will force the algorithm to reduce its parallelism and use single cpu core. "},{"url":"/Reference/Erosion/Fluvial.html","hive":"Node Reference","title":"Fluvial","text":"uid fluvial\r title fluvial\r special parallel fluvial erosion secondary erosion. it most useful when applied on top of an already eroded surface or when you need light erosion where carving more important than sedimentation. propertiesduration the number of erosion cycles to simulate. usually 200 sufficient. power the strength of the erosion. granularity whether debris should be fine like dust or coarse like rocks and even boulders. baslen the sub-simulation length of each particle. radius the area affected by each particle. random the randomness of each particles motion. seed the randomization pattern or seed for the nodes process. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Erosion/Hydro.html","hive":"Node Reference","title":"Hydro","text":"uid hydro\r title hydro\r special parallel hydro creates waterflow erosion such as rivers and ancient seabeds. it can be used in two forms lateral and ventral. lateral enhances the terrain by providing different method of eroding rocky river banks and even underwater areas. lateral follows the water flow creating patterns based on the flows over and around obstacles. ventral uses partially randomized churning forces to erode the terrain. it works with two sets of forces macro and micro which interweave to use the shape of the terrain to drive the erosion. this erosion method uses horizontal flow mechanics (unlike hydraulic erosion) resulting in look flowing waters gently carved in the terrain over thousands of year. propertiespower higher values cause larger smoother shapes and decay fine details. lower values preserve details but create slightly rougher curves. multiplier higher values cause the erosion to erase smaller features in the terrain by producing stronger flows. preserve indentations preserves the indentation detail. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Erosion/HydroFix.html","hive":"Node Reference","title":"HydroFix","text":"uid hydrofix\r title hydrofix hydrofix low level utility can help create unbroken flows. it does not change the landscape completely but rather creates small adjustments along flow zones to promote long and better looking flows. in this example you can see simple perlin with flow map. the first image shows the default perlin while the second shows the perlin noise with hydrofix applied. you can see the flow map produces longer and more coherent structures.you do not need to use hydrofix with rivers as it has special version of it built into its algorithm. "},{"url":"/Reference/Erosion/MicroErosion.html","hive":"Node Reference","title":"MicroErosion","text":"uid microerosion\r title microerosion\r special parallel microerosion performs very tiny amounts of erosion in crevices and flow structures created by previous erosion passes. it behaves similarly to sharpen pass but specifically for enhancing erosion structures. propertiesiterations iterations of the erosion process. strength strength of the erosion. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Erosion/Sediment.html","hive":"Node Reference","title":"Sediment","text":"uid sediment\r title sediment the sediment node creates thick layer of sedimentation on top of the terrain. the sediment very generic and based on your usage can make sand or snow.the drift mode creates an extremely large buildup of sedimentation (snow sand etc) offset to the main terrain. this can be great for creating snow buildup glaciers and more.if the drift looks too detached from the main terrain try changing the seed or lowering the strength. propertiespower the power of sedimentation layers. amount the amount of sedimentation on each layer. drift add superficial multi-directional drift or buildup to the sedimentation. strength the strength or offset of the drift. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Erosion/Stratify.html","hive":"Node Reference","title":"Stratify","text":"uid stratify\r title stratify\r special parallel stratify allows you to create broken strata or rock layers on the terrain in non-linear fashion. unlike terracing stratification involves substrata subterraces created in confined local zones such as between two broken plates. each stratified layer exists independent from the rest of the layer creating robust realistic formation. propertiesstrength the amount of stratification to be applied. low values produce more strata with fractured delicate substrata; high values produce stronger larger strata. substrata at non-zero values this setting creates secondary level of stratification between the first level of stratification for added detail. filtered when on creates smoother curvature for the plates. this node uses parallel processing. see this link if you encounter grid-like artifacts in this node."},{"url":"/Reference/Erosion/Thermal.html","hive":"Node Reference","title":"Thermal","text":"uid thermal\r title thermal thermal simulates thermal erosion can create talus and debris. using thermal erosionselective processing like with the erosion node you can modulate howthermal stress anisotropy thermal stress anisotropy governs how erosion and the resulting rocks deposits are shaped. it smooths the terrain while eroding. low values keep the original terrain intact for the most part while high values create stronger talus at the expense of eroding the original terrain. for example sharp peaks get eroded heavily with high stress values. the image below shows simplified version of how thermal stress anisotropy affects terrain. combining with hydraulic erosion in the real world hydraulic and thermal erosion occur together. you can mimic this behavior by chaining thermal and erosion (or wizard) nodes as shown in the layering erosion section in erosions. chained sequence of wizard erosion and thermal nodes selective processing can be very powerful tool in such chain of nodes for both thermal and erosion.propertiesthermal erosion duration duration of the thermal erosion process. strength strength of the thermal erosion process. anisotropy thermal erosions anisotropy affects how rock affected and deposits formed. see the anisotropy section for details. talus angle angle of the talus (deposits). talus settling settling of sediments in the talus. sediment removal amount of sediment to be removed. fine detail enable rocky debris in the talus. debris size size of the rocky debris in the talus. available when fine detail turned on scale real scale use the scale defined in the terrain. disable to access addtional options and modify erosions physics. terrain scale scale of the terrain. available when real scale turned off feature scale scale of the largest feature in the terrain. verticality height of the terrain.available when real scale turned off "},{"url":"/Reference/Erosion/Wizard.html","hive":"Node Reference","title":"Wizard","text":"uid wizard\r title wizard wizard the erosion wizard lightweight wrapper for the erosion node. it simplifies the settings through curated presets and provides secondary passes for additional processing. the wizard node meant to replace the erosion node - in fact it meant to augment it. for many direct and basic uses wizard can help achieve results much faster than with the erosion node.comparison to erosion gaea gives you two ways to use our hydraulic erosion simulation process the erosion node which gives you absolute control over every aspect or the wizard node which gives you easier access to the major aspects. both use the same simulation underneath but provide different interfaces. both have their pros and cons. erosion provides access to all the simulation controls however it can take some time to find the sweet spot for many different settings. wizard on the other hand provides fewer easier choices and various recipes for creating different types of results however it does not allow you to fine tune your results. for comparison between the two see erosions.phases and recipes the goal of the wizard node to quickly create common erosion features with minimal effort. for this purpose the erosion simulation packed into two parts phases and recipes. the wizard node can perform the simulation in two phases and you can define the recipes for each phase. recipes are partially predefined erosion settings give specific results. phase 1 fully customizable. you can choose recipe and define all the parameters for the simulation such as channel depth sedimentary deposit amount and more. the first phase can be repeated several times by changing the phase 1 recipe while ensuring each recurrance uses the same parameters. phase 2 comprised of lightweight recipes can be applied either on top of phase 1 or by itself. it can create rivers low talus deep furrows and more.prevent over-erosion common problem many users encounter strong erosion can destroy the precise shape they have created. this because erosion by definition will remove material from the terrain to create erosive results. the bulk parameter helps prevent this. by bulking up the terrain even slightly sharper peaks and delicate areas are less prone to become too eroded or spikey.propertieserosion phase 1nonedont apply phase 1. phase 2 if selected will still be applied. fast erosion gaea classicapply the classic gaea erosion simulation. craggy dessicated swept away low sedimentsclassic erosion with lower sediment production. two passrepeat the erosion 2 times to emphasize the erosion. four passrepeat the erosion 4 times. use this sparingly as the effect can be quite pronounced.strength sets the strength of fluvial erosion. this parameter controls the sediment transport capacity how much of dissolved minerals water can carry. this parameter can be set to value higher than 1.0 this can speed up the erosion process but also can result in lesser erosion quality especially if erosion softness value high too. density controls the density of rock material. the softer rock is the faster erosion process but may produce bulbous deposits. material defines the general material of the terrain ranging from fine sand to large rocks or mix of both. channel depth this parameter controls the amount of downcutting or vertical erosion. this results in deeper channels and can be useful for getting mountain ranges. channel width this parameter controls the width of the channels by creating sediment deposits in the base of the channels. deposits this controls the amount of sedimentary deposits generated by the erosion process. removal this parameter can reduce the amount of sediments generated during erosion creating deeper channels.phase 2applies second phase from one of several pre-defined recipes.nonedo not apply phase 2 recipe. mild erosion riverscreate rivers from the steepest slopes. channelscreate multiple smaller scale channels. low depositscreate powerful deposits and talus in the lower altitudes. pitted surfacecreate rough pitted surface with thousands of tiny pits and crater-like formations. hawaii furrowscreate deep furrows similar to the hawaiian islands. collapsedcreate low collapses in deposition areas.other bulk increases the bulk of the terrain before eroding. when using strong settings having some bulk can help prevent the terrain from eroding too much and losing its shape. seed the randomization pattern or seed for the nodes process. deterministic (slow) parallel processing using all cpu cores can create small variations every time the node built. you can enable deterministic processing to ensure the exact same shape produced every time. however this will force the algorithm to reduce its parallelism and use single cpu core. "},{"url":"/Reference/LookDev/Anastomosis.html","hive":"Node Reference","title":"Anastomosis","text":"uid anastomosis\r title anastomosis\r related valley flow erosion anastomosis creates interconnected water flow based downcutting ranging from small pits to large river channels. it can be used for roughening up surface without losing the features of terrain and for deepening existing flow structures. before and after anastomosis. using high impact and influence values in destructive mode.using high impact value in rivers mode.propertiesstructure impact the intensity of the process. higher values create stronger physical impacts within the erosion process. flow width the relative width of the areas impacted by the erosion. erosion depth the influence or depth of the downcutting caused by the erosion. flow the style of the downcutting in the erosion process. destructivetiny small scale roughening of the entire surface with higher impact on steep slopes. pitslarger pit like impacts overlap often biased slightly towards existing flow structures. flowsdeepen existing flow structures and create new minor ones. riversdeepen existing flow structure in major river flow zones only. rivers x2a powerful version of the rivers mode. rivers x4an extreme version of the rivers mode. floodingintense low-altitude low-slope destructive mode. use sparingly. flooding x2a more powerful version of flooding. may not work with some terrains. flooding x4an extreme version of flooding. may not work with some terrains.accuracy the accuracy of the simulation. you can speed up the simulation by lowering the accuracy.valley flow erosion"},{"url":"/Reference/LookDev/Arboreal.html","hive":"Node Reference","title":"Arboreal","text":"uid arboreal\r title arboreal propertiesgrowth areas type the shape of the generic trees to grow. coniferssharp tall spikes look like coniferous trees. broadleafa highly generic shape looks like wide coverage of broadleaf plants like forests and jungles. shrubsa simple sparse growth looks like shrubshealth the overall health of the ecosystem. degrading health will create sparser populations tree stump-like formations and general dead patches. when health goes below 0% growths will be forced into small groves or sparse populations in only few random places on the terrain. height the arbitrary height of the individual plants. style the style of the generated tree shape. seed the randomization pattern or seed for the nodes process. inhibitors growth the fertility of the ecosystem. flowing water growth bias towards freshwater flows. avoidtrees will grow away from flowing water or snow accumulation. useful for places with rivers snow accumulation etc. seektrees will grow closer to where water flows often in shadowed places. useful for arid environments canyons etc.flows the amount of flow to simulate. consolidate flows consolidation of smaller flows. higher values merge smaller flows into larger ones. simulation bias artificially bias the growth to lower or higher areas. useful for artistic tweaking. altitude min max the altitude range within which plants can grow. slope min max the slope range within which plants can grow. patches the amount of empty patches in the vegetation growth areas. chaos the distortion of the vegetation grove clump edges. smooth the amount of edge smoothing where vegetation becomes sparse. "},{"url":"/Reference/LookDev/Canyonizer.html","hive":"Node Reference","title":"Canyonizer","text":"uid canyonizer\r title canyonizer canyonizer can add deep or shallow fractal canyons to an existing terrain. propertiescanyons formation amount of canyon formations in the terrain. streamline the amount of streamlined canyon formation. octaves number of octaves higher values create more complexity. maximum depth maximum depth of the canyons created. narrow keeps the canyons narrow. generate masks generate optional masks. disabling this when not using masks will give you small performance benefit. fast use the fast mode to to sacrifice shape quality for speed. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/LookDev/Carver.html","hive":"Node Reference","title":"Carver","text":"uid carver\r title carver landform shortcut to transform simple shape into complex landscape. propertiesiterations iterations of carver to be applied erosion power amount of erosion. displacement amount of distortion. degrees angle of distortion. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/LookDev/Fold.html","hive":"Node Reference","title":"Fold","text":"uid fold\r title fold the fold node simulates terrain folding by introducing slants breaks and folds to the terrain. it will change the shape of the terrain significantly and should be used early in the graph. propertiesscale scale of the transformation. smaller scale creates more detail. rift creates one or more rifts in the main rock body. folding how strongly the terrain should fold upon itself. use sparingly midpoint placement of the folding bias. range range of the folding bias. angle direction of the folding forces. elevate increase vertical folding pressure. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/LookDev/Outcrops.html","hive":"Node Reference","title":"Outcrops","text":"title outcrops\r uid outcrops propertiescoverage lorem ipsum breakage lorem ipsum detail lorem ipsum protrusion lorem ipsum blending lorem ipsum rugged lorem ipsum seed lorem ipsum "},{"url":"/Reference/LookDev/Rugged.html","hive":"Node Reference","title":"Rugged","text":"uid rugged\r title rugged rugged very powerful lookdev node creates strong rocky surface for any terrain while preserving overall shape. this enables you to add tremendous amounts of details to any surface. this node also useful for breaking up geometric or linear terrains. one of the useful features of this node the depth parameter relative value. identations created with the rugged node use different depths within the range defined in the depth parameter. the resulting indentations are more natural especially with the rock fusion occurs at the side opposite the main edge of each broken plate. propertiesstrength the strength of the indentations created by the node. scale the size of the geological features. octaves the number of octaves or iterations of breakage. sweep the number of iterations of for lateral erosion from flowing water. when the scale value high larger number of sweep iterations may be required to smooth the rock strata. depth the average depth of the indentations. density the density of the indentation structure. negative values create deep and wide crevices while positive values fuse the crevices together leaving small pockets. fragmentation the amount of breakage of the rock strata in each iteration. high values require fewer octaves but create more uniformity. seed the randomization pattern or seed for the nodes process. warped add warping to each octaves to create slightly curved shapes. reverse reverse the structure of the indentations. this creates sharper crevices and edges. hard effect by default the indentations are softened based on altitude and slope. for low surfaces or if deeper effect required turn this option on. "},{"url":"/Reference/LookDev/Shatter.html","hive":"Node Reference","title":"Shatter","text":"uid shatter\r title shatter ^wip propertiesshatter strengthcollapsesfeature scaleseed the randomization pattern or seed for the nodes process. disable parallel processing this option disables parallel processing. "},{"url":"/Reference/LookDev/Shear.html","hive":"Node Reference","title":"Shear","text":"uid shear\r title shear ^wip shear creates rock shearing and exposes strata. propertiesshear scale the scale of rock shearing. folding the amount of folding to be applied. direction the angle of rock shearing. self modulatedseed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/LookDev/Stacks.html","hive":"Node Reference","title":"Stacks","text":"uid stacks\r title stacks ^wip propertiesstacking cascades the number of erosion passes. stacks the number of stratification passes. exposed strata the amount of stratified plates to expose from sediments. foldingsteepness the steepness of the stratified areas. talus passpower the power of the talus. height the height of the talus from the bottom. encourage strong flowsstylecascades durationrock softnessstrengthother settings seeddisable parallel processing"},{"url":"/Reference/LookDev/Surface.html","hive":"Node Reference","title":"Surface","text":"uid surface\r title surface propertiesstyleroughadds localized sharpness and protrusions based on the local shape of the terrain. rockycreates lots of tiny rocks based on the local shape of the terrain.strength the strength of the effect. coverage coverage across larger features. low values localize the effect while high values let it spread across larger shapes. density density of rock protrusions created on the surface. "},{"url":"/Reference/LookDev/Valley.html","hive":"Node Reference","title":"Valley","text":"uid valley\r title valley\r related erosion wizard anastomosis valley specialized lookdev node for carving out valley structures in bulky terrains with large slopes. propertiesridge styleroughthe ridges are rough. smooththe ridges have smooth slopes. sharpthe ridges have smooth slope with sharp edges.erosive strength the amount of erosion in the valley structure. flow width the width of flow in the valley depth the depth of the valley. base levelsediments amount of sediment deposited in the valley. randomdeterministic (slow)seed the randomization pattern or seed for the nodes process.erosion wizard anastomosis"},{"url":"/Reference/Snow/IceFloe.html","hive":"Node Reference","title":"IceFloe","text":"uid icefloe\r title icefloe ^wip propertiesice generation scalecoveragecracksgapchurnseed the randomization pattern or seed for the nodes process. secondary breakage smaller chunkssmaller coveragebreakagesurface scaleheight"},{"url":"/Reference/Snow/Snowfall.html","hive":"Node Reference","title":"Snowfall","text":"uid snowfall\r title snowfall ^wip the snowfall node simulates snowfall melting and settling like in the real world using dedicated snow physics lets you also control how the snow sticks and flows along the terrain. settle and melt advanced physics propertiessnowfall duration duration of snowfall. intensity intensity of snowfall. settle-thaw rate of settling and thawing. melt rate of melting. snow line altitude at which snowfall stops. scale real scale use the scale defined in the terrain. disable to access addtional options and modify the snows physics. terrain scale scale of the terrain. verticality height of the terrain. advanced slip-off angle angle at which snow will stick to the surface. adhered snow mass mass of snow sticks to the surface. "},{"url":"/Reference/Water/Lakes.html","hive":"Node Reference","title":"Lakes","text":"uid lakes\r title lakes the lakes node simulates rainfall on the terrain and creates physically accurate lakes. even when overriding with custom masks for precipitation the physics simulation ensures your lakes are as physically accurate as possible using gaeas erosion engine. ^hiddenports outputs there are multiple outputs to help you with the post-generation tasks such as colorization surface separation and more. the main output heightfield with the lake surface embedded into the terrain.the lakes mask gives you an exact hard mask of the water.the depth mask gives you the depth of the water bodies. you may sometimes need to use autolevel to see the depth as it can be quite subtle with smaller water bodies. however if you use cluter to colorize it using the built in autolevel option should suffice.the shore mask gives you the full coverage of the shore surrounding all water bodies. to avoid mask overlap (which can create aliasing artifacts) the shore mask contains the water bodies as well. when coloring you can layer the shore first then the water. (see tut-color-water) or if you wish to get shore only mask then you can subtract the lakes mask from the shore output.the surface output not mask but heightfield. it hidden port only available by dropping connection on the center of the node and selecting it from the ports menu pops up. it gives you just the surfaces of the lakes at their exact altitude. this can be used to create separate mesh or displacement map for further usage in other applications. or advanced control (see tut-lake-control).if this the normal outputthen this the surface output visualized as heightfield.flooding flood control creates constant amount of water from the bottom up before running the precipitation simulation. this can be used to add extra water to the terrain more efficiently than simply increasing the rainfall. you can also use it bolster the water level of lower lakes while preserving the size of lakes at higher altitudes. you can flood control to create sea shore as well. for example this our standard lakes output.by enabling flood control our terrain flooded first then additional rainfall occurs adding to the existing water.if you set precipitation to 0 and just use flood control you can create lakes in the lower parts of the terrains.custom lake positions the optional rain input allows you define where rainfall occurs. however since we are dealing with physics simulation the mask position needs to be uphill of where you want the lakes to form instead of simply painting mask of final destination itself. if you place mask up on the tallest peak the rainfall simulation will occur only here.and the water will flow downhill and automatically rest in position where lake could naturally form with such precipitation.if you place mask up in the lowest area with no major slopesthen the lake formed in low area only. you can see it still goes downhill bit to natural resting spot dictated by gravity.remember you can use flood control to bolster smaller lake bodies instead of modifying your mask shape or increasing the precipitation simulation.propertieslake formation precipitation the amount of rainfall should occur in the precipitation simulation. small lakes favor or discourage smaller lake bodies. allowing smaller lakes can be useful for creating swampy environments or puddles. flood control flood the terrain with minimum amount of water in addition to the precipitation. water floor the altitude to which water flooded with flood control. you can enter precise height such as 500m by right-clicking. shore formation shore size the size of the shore surrounding all water bodies created by the node. altitude bias bias the altitude of the shoreline. size bias bias the size of the shoreline. "},{"url":"/Reference/Water/Rivers.html","hive":"Node Reference","title":"Rivers","text":"title rivers\r uid rivers rivers can instantly generate complex river networks on any terrain whether it can sustain rivers or not. the node subtly transforms the terrain to provide unbroken pathways for river to be generated. generating rivers does not require many prequisites. the terrain should just have some slopes so rivers can flow downslope. this makes rivers very versatile as you can use it with virtually any terrain shape and at almost any stage of your terrains production. while the rivers are generated for you using sophisticated algorithms closely mimic nature you can still retain fair level of control over the rivers. by providing headwaters mask you can confine all starting headwaters inside mask. all rivers would then originate from those locations giving you artistic control over river generation while leaving the minute details to the algorithm. you can even use rivers early in your graph to help carve pathways and valleys for ancient rivers have dried up or for river generation later in the graph. in the latter scenario having river early in the graph helps the erosion and other effects take the river pathway into account throughout the terrain production. see the quickstart enclosed river for an example. rivers and lakes can work together to create comprehensive water element for your terrains. see the quickstart rivers and lakes on how to combine them and produce colors from the combined water depth. propertiesheadwaters the number of headwaters from which rivers can start. not all will become rivers but rather tributaries feed the main river. water the amount of water in headwaters. higher values can create larger rivers. width the width of the rivers. high values create wide rivers with somewhat wide tributaries. low values create thin rivers with thin tributaries. depth the depth of the rivers. this value independent of downcutting. downcutting like with the erosion node downcutting decides how deeply the river should cut into rock and soil while moving forward. render water surface create water surface for the rivers. this can be used directly in the terrain especially when you have wide rivers or export it as separate heightmap for further river production in your cg application or game engine. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Water/Sea.html","hive":"Node Reference","title":"Sea","text":"uid sea\r title sea sea multi-function water surface generator and coastal erosion tool. its primary purpose to create water surface while coastal erosion creates beaches and cliffs. the water surface can be generated either as global surface or filled from the edges without affecting inland features. in the latter mode you can have custom control over which edges fill inward by using the edge input mask. ^hiddenports propertiessea arragementglobalcreates sea even inside the terrain. surroundingcreate sea surface from the edges of the terrain but not inside the terrain.level the water level in the sea. coastal erosion perform erosion on the coastal areas. shore size the size of the shore created with coastal erosion. shore height the height of the shore created with coastal erosion. variation the amount of variation on the coast. uniform variation morphingextra cliff details add extra details to the cliff on the terrain. render water surface renders the water surface in the sea area. "},{"url":"/Reference/Data/Angle.html","hive":"Node Reference","title":"Angle","text":"uid angle\r title angle angle creates selection mask covering all areas of the heightfield facing the specified range. propertiesazimuth the direction from which to start the selection. min the minimum angle of the selection. max the maximum angle of the selection. falloff the soft falloff at the maximum angle. "},{"url":"/Reference/Data/Curvature.html","hive":"Node Reference","title":"Curvature","text":"uid curvature\r title curvature the curvature node creates mask where convex areas (such as sharp edges protrusions etc.) are selected. it very useful layer in texture creation often as highlights applied on top of an existing texture map. propertiesmin the minimum range of the curvature. max the maximum range of the curvature. falloff the soft falloff at the maximum edge. curvature typehorizontalfavor horizontal curvature. verticalfavor vertical curvature. averageblend both horizontal and vertical curvatures evenly.invert invert the map. "},{"url":"/Reference/Data/Details.html","hive":"Node Reference","title":"Details","text":"uid details\r title details the details node allows you to extract higher frequency details to produce detail displacement (for lower resolution meshes) or detail normals. just add the node to your final height node(s) and set the target size to your downscaled size. for example if you are building your world at 8192 x 8192 but your mesh 2048 x 2048 vertices then set the target size to 2048. to create detail normals just do the above and attach normal map node to the details output.the details output extremely microscopic and may not always be directly visible in the viewport. you should temporarily turn on autolevel (lv) in the post process options or use the eq mode in 2d view to look at the output. propertiesmethod the method through which details are extracted from the terrain. high frequencyseparate specific high frequencies so sharp and smaller protruding shapes are isolated. synthetic detailsextract specific frequencies from the terrain and generate very shape-specific details for each portion of the terrain based on local attributes."},{"url":"/Reference/Data/Distribution.html","hive":"Node Reference","title":"Distribution","text":"uid distribution\r title distribution the distribution node creates distribution map in the form of white pixels or hits based on the shape of the terrain. the output can be used as distribution source map in other applications; such as forestpack xgen vue blender etc. propertiesoccurance the chance of hit occurring. higher values create more distribution dots. density the cluster density of hits. seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Data/Dither.html","hive":"Node Reference","title":"Dither","text":"uid dither\r title dither dither one of the few stylized output nodes in gaea. it takes any heightfield or mask and creates dithering pattern. this can be useful for creating color maps for large terrain maps. propertiesstyle dithering pattern. "},{"url":"/Reference/Data/Flow.html","hive":"Node Reference","title":"Flow","text":"uid flow\r title flow the flow map can be used to create flow data at any point in the graph rather than relying on an erosion node output. the flow map simulates rainfall and water accumulation on the terrain.there are advantages to both constant rainfall options. average rainfall can be used to highlight stronger flow areas while constant rainfall can be used to highlight all flow areas. combining both can be useful for texture creation. propertiesflows rainfall the number of rain cycles to calculate. smaller values create small detailed flows. larger values create stronger wider flows. primary adds primary flow to the output. secondary adds secondary flow to the output. tertiary adds tertiary flow to the output. quaternary adds quaternary flow to the output. 2x simulationenhancements uniform applies uniform enhancement to all the flows. all the enhancement value for all the flows. primary the enhancement value for the primary flow. secondary the enhancement value for the secondary flow. tertiary the enhancement value for the tertiary flow. quaternary the enhancment value for the quaternary flow. quality the quality of the flow. "},{"url":"/Reference/Data/Growth.html","hive":"Node Reference","title":"Growth","text":"uid growth\r title growth growth simulates vegetation growth based on slope and flows. propertiesgrowth duration todo slope todo spread todo wild growth todo fit rivers todo groves todo advanced settings graininess todo cragginess todo seed the randomization pattern or seed for the nodes process. "},{"url":"/Reference/Data/Height.html","hive":"Node Reference","title":"Height","text":"uid height\r title height the height node creates selection mask within the height range specified. propertiesmin the minimum altitude to select. max the maximum altitude to select. falloff the soft falloff at the maximum edge. normalized by default the height selection happens between the base and maximum height set in the terrain definition. this may sometimes make it harder to select the exact height visually. when normalized enabled the maximum height the maximum height of the tallest peak in the current heightfield. "},{"url":"/Reference/Data/Occlusion.html","hive":"Node Reference","title":"Occlusion","text":"uid occlusion\r title occlusion\r related texture light surftex the occlusion node behaves similarly to ambient occlusion but favors sedimentary processes and rock crevices rather than lighting. you can choose to focus on larger shapes such as gulleys and valleys over crevices by using high power or smaller crevices by using low values. this provides many opportunities to mask out areas for texturing separately.in gaea 1.3 the invert and strong options have been removed. use the postprocess or an fx node. propertiesocclusion number of occlusion passes. higher passes provide more detail while being densely packed. try using higher power and multiplier before increasing number of passes. scale the scale of the occlusion paases. linearthe occlusion scale linear. logarithmicthe occlusion scale logarithmic. texture light surftex"},{"url":"/Reference/Data/Protrusion.html","hive":"Node Reference","title":"Protrusion","text":"uid protrusion\r title protrusion the protrusion data map masks out sharper areas may be used as protruding rocks or strata and be used as masking element for texturing purposes. the map can be used with other data maps such as texture or soil for creating complex color map. propertiespower the intensity and sprawl of the protrusions to be masked out. "},{"url":"/Reference/Data/RockMap.html","hive":"Node Reference","title":"RockMap","text":"uid rockmap\r title rockmap rockmap traces out the shapes of rock-like formations along the entire surface of the terrain while allowing for granular control over the outlines. the resulting map can be used to accentuate texture maps. propertiescoverage the amount of rock-like formations on the terrain. density the density of the rock-like formations. invert inverts the rockmap. "},{"url":"/Reference/Data/Slope.html","hive":"Node Reference","title":"Slope","text":"uid slope\r title slope the slope node creates selection mask within the slope range specified. propertiesmin the minimum range of the slope. max the maximum range of the slope. falloff the soft falloff at the maximum edge. "},{"url":"/Reference/Data/Soil.html","hive":"Node Reference","title":"Soil","text":"uid soil\r title soil soil map creates soil mask with increased density in crevices or other areas where the slope allows for soil to settle. by increasing the power value higher number of soil settling cycles are simulated. low value provides fresh sprinkling of dust with very little wind and other simulations to move the dust afterwards. high values perform more simulation cycles to sprinkle dust but also move it around (repeatedly).you can combine different soil maps using the combine node set to max. you can even combine with other data maps such as flow or velocity to create texture mask upon which color production can take place. propertiespower the power of soil deposits. smaller values create detailed small deposits. larger values create less detailed but stronger deposits. graded creates stacked deposits with geometric progression which produce softer gradations. "},{"url":"/Reference/Data/Sunlight.html","hive":"Node Reference","title":"Sunlight","text":"uid sunlight\r title sunlight sunlight data map 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. this node produces realistic results for any latitude in the world so you can make it specific to any region your project relies on. propertiesnorth directionday beginday endlatitude"},{"url":"/Reference/Data/SurfTex.html","hive":"Node Reference","title":"SurfTex","text":"uid surftex\r title surftex surfacer provides several types of texturing primitives. it should not be used by itself. instead multiple surfacers output should be combined to create sophisticated texture mask and can also be combined with other complex texture masks such as the data maps. propertiesmodesprinklingnoisy convexity mask. peaksslope deposits mask. sliders splotchesrandom splotches on the terrain based on neighboring terrain structures. tracetraces the most prominent shapes on the terrain. wind streaksmasks areas where winds would swipe across structures. useful for weathering.strength the strength of the mask. "},{"url":"/Reference/Data/Texture.html","hive":"Node Reference","title":"Texture","text":"uid texture\r title texture the texture node composite node uses multiple factors such as chaos slopes flow zones and other geological features to create texture mask can be fed to any color node to create texture map. it can be used by itself or combined with other data maps and selectors. propertiesconstruction scale the scale of the texture. mode select from three modes of the texture. patches the amount of patches on the texture. seed the randomization pattern or seed for the nodes process. influences slope the amount of slope influence in the texture. soil the amount of soil influence in the texture. chaos the amount of chaos in the output. graded applies gradation to the output. classic version use the classic version of texture "},{"url":"/Reference/Data/Velocity.html","hive":"Node Reference","title":"Velocity","text":"uid velocity\r title velocity the velocity simulates wide flows by creating rainfall with specific velocity and angles. propertiesduration the duration of rainfall. rain the amount of rainfall. reach lowreach highvelocity lowvelocity highangle angle of the rainfall. "},{"url":"/Reference/Color/CLUTer.html","hive":"Node Reference","title":"CLUTer","text":"uid cluter\r title cluter cluter lets you create color gradients which can be mapped to texture masks for creating color maps. coloration in gaea based on cluts or color lookup tables. as 2d heightfields are essentially grid of numbers ranging from 0.0 (lowest) to 1.0 (highest) cluts are represented as gradients which are mapped to those heights. the lowest part of gradient corresponds to the lowest part of the terrain. the highest part of gradient corresponds to the highest part of the terrain. everything in between evenly distributed. the cluter nodes let you take any grayscale input (such as curvature slope surftex flow) and map it onto gradient. gradient editor click anywhere in the gradient to create new stop. drag the stop to position it. select the stop and press del to delete the stop. cluteryou can use input clarity instead of interjecting an autolevels node to the graph. in this example flow mapped by cluter to create basic texture map. cluter propertiespre-process input noise introduces noise to the incoming grayscale map. input clarity applies localized contrast enhancements to the incoming map. input auto level applies an autolevels filter to the incoming map. reverse reverses the mapping of the gradient. sample density the number of samples to use for interpolation between colors. higher values give smoother gradients (within reason). 256 (fast) 256 samples 512 (slower) 512 samples1024 (very slow) 1024 samples2048 (overkill) 2048 samples post-process color noise introduces minor color distortions to the map. output clarity applies localized contrast enhancements to the output texture. output auto level applies an autolevels filter to the output texture. "},{"url":"/Reference/Color/ColorFX.html","hive":"Node Reference","title":"ColorFX","text":"uid colorfx\r title colorfx colorfx contains several color map adjustment tools such as brightness contrast hue saturation lightness gamma clarity etc. propertiesbrightness + contrast apply brightness + contrast applies brightness + contrast to the incoming color map. brightness the brightness value. contrast the contrast value. hue + saturation + lightness. apply hsl applies hsl to the incoming color map. h the hue value. s the saturation value. l the lightness value. autolevel apply autolevel applies autolevel to the incoming color map. autolevel the autolevel value. equalize apply equalize applies equalize to the incoming color map. equalize the equalize value. gamma apply gamma applies gamma to the incoming color map. auto gamma automatically choose gamma value based on the input. gamma the gamma value. clarity apply clarity applies localized contrast enhancements to the incoming map. noise apply noise applies noise to the incoming map. noise the amount of noise to be applied. seed the randomization pattern or seed for the process. blur blur applies blur to the incoming map. power amount of blur to be applied. iterations number of iterations of blur. flip direction direction of the flip. nonedoes not flip the incoming map. horizontalflips the incoming map horizontally. verticalflips the incoming map vertically. bothflips the incoming map both horizonally and vertically."},{"url":"/Reference/Color/Mixer.html","hive":"Node Reference","title":"Mixer","text":"uid mixer\r title mixer the mixer node has been retired. use combine instead. "},{"url":"/Reference/Color/NormalMap.html","hive":"Node Reference","title":"Normal Map","text":"uid normal map\r title normal map the normal map node creates normal map from terrains. when used in conjunction with the details node it can also create detail normals. propertiesmethod the method used for calculating normals. 8-pointuse 8x8 matrix. uses more references to calculate normals with higher accuracy. 4-pointuse 4x4 matrix. uses fewer references to calculate normals with basic accuracy.weight the weight of the normals. higher values create more intense normals. (only available in 8-point method) height the height of the normals. higher values create more intense taller normals. (only available in the 4-point method) flip y flip the normals on the y axis. flip x flip the normals on the x axis. "},{"url":"/Reference/Color/QuickColor.html","hive":"Node Reference","title":"QuickColor","text":"uid quickcolor\r title quickcolor quickcolor lets you quickly map 2-color gradient to any mask. this can be useful for simple scenarios where cluter would be overkill. for example attaching quickcolor to snowfalls snow output can create black and white mask can be blended with your main color map. propertiesquickcolor color first color for the gradient. color2 second color for the gradient. pre-process input noise introduces noise to the incoming grayscale map. input clarity applies localized contrast enhancements to the incoming map. input auto level applies an autolevels filter to the incoming map. reverse reverses the mapping of the gradient. post-process color noise introduces minor color distortions to the map. output clarity applies localized contrast enhancements to the output texture. output auto level applies an autolevels filter to the output texture. "},{"url":"/Reference/Color/RGBMix.html","hive":"Node Reference","title":"RGBMix","text":"uid rgbmix\r title rgbmix rgbmix can take 3 different heightfield inputs and encode them to the red green and blue channels of bitmap. it the counterpart to the rgbsplit node. propertiesautolevel r heightfield input r. autolevel g heightfield input g. autolevel b heightfield input b. "},{"url":"/Reference/Color/RGBSplit.html","hive":"Node Reference","title":"RGBSplit","text":"uid rgbsplit\r title rgbsplit rgbsplit can take color node and split the red green and blue channels into heightfields. it the counterpart to the rgbmix node. "},{"url":"/Reference/Color/SatMaps.html","hive":"Node Reference","title":"SatMaps","text":"uid satmaps\r title satmaps the satmap node gives you access to hundreds of clut maps which were created from satellite data collected from around the globe. satmap works exactly like cluter except you pick from the built-in maps rather than make your own. propertiessatmaps librarythe gaea satmap library consists of hundreds of real life color patterns extracted from satellite data. you can choose from these different categories. you can use the random button to select maps randomly within the current library.the favorites button lets you filter the library to see only the ones you have marked as favorites. map can be marked as favorite by right-clicking it and select favorite. div class=param-spacer div rockythis consists of rocky color patterns. sandythis consists of sandy color patterns. greenthis consists of green color patterns. bluethis consists of blue color patterns. colorfulthis consists of colorful color patterns. legacysatmap editor clip color map you can clip off sides of the color map to remove unwanted portions or emphasize specific part of the gradient. bias bias allows you to emphasize one side of the gradient over the other. this can be very useful when you want to reduce some color values or increase the influence of another. samples the number of samples control the interpolation between gradient stops. higher values create smoother output but slows down the process. 256 (fast)256 samples512 (slower)512 samples1024 (very slow)1024 samples2048 (overkill)2048 samples pre processing reverse reverse the direction of the color map. jitter randomly shift color values inside the color map for subtle randomization. input clarity emphaize the clarity of the incoming map. input auto level apply auto level to the incoming map. post processing output clarity emphasize the clarity of the colorized map. output auto level apply auto level to the colorized map. noise the amount of noise to add to the colorized map. apply brightness + contrast apply brightness and contrast modification. brightness the brightness value. contrast the contrast value. apply hsl apply hue saturation luminosity modification. h the hue value. s the saturation value. l the luminosity value. "},{"url":"/Reference/Color/Splat.html","hive":"Node Reference","title":"Splat","text":"uid splat\r title splat the splat node similar to rgbmix. it can take heightfield nodes and encode them to the rgb channels of color map. it provides properties for controlling the inputs. propertiesinfluences r amount of r input channel. g amount of g input channel. b amount of b input channel. amount of alpha input channel. options post processnoneno post process to be applied. autolevelautolevel the output. equalizeequalize the output.autolevel incoming autolevel the incoming data. clamp rgb product to 1.0 this clamps the rgb product to 1.0 "},{"url":"/Reference/Color/Synth.html","hive":"Node Reference","title":"Synth","text":"uid synth\r title synth synth can take bitmap image whether photo or artwork and convert it to clut map can be used with texture mask of to colorize your terrain. propertiessynthesis bitmap the input bitmap image. stops the number of gradient stops to be generated. fuzzy the amount of fuzziness on bitmap image. rotate the amount of rotation on bitmap image. seed the randomization pattern or seed for the nodes process. synth reverse reverses the gradient. input noise the amount of input noise to be added. color noise the amount of color noise to be added. input clarity applies clarity to the input. input auto level applies autolevel to the input. output clarity applies clarity to the output. output auto level applies autolevel to the output. "},{"url":"/Reference/Color/Vegetation.html","hive":"Node Reference","title":"Vegetation","text":"uid vegetation\r title vegetation vegetation takes any color map and grows vegetation on it. it allows you to create believable vegetation on color map without requiring you to pick color map has green in it. this gives you more flexibility with your coloring options. propertiesvegetation maps use override map overrides the input map with the one supplied through override port. scale the scale of the vegetation. occurencedensity the density of the vegetation. seed the randomization pattern or seed for the nodes process. influences chaosslope bottomslope topavoid extremesjitter"},{"url":"/Reference/Render/Cartography.html","hive":"Node Reference","title":"Cartography","text":"uid cartography\r title cartography propertiesmap simplify simplify the terrain contours. use this when the terrain has lot of small detail and the contours start looking too complex and chaotic. smooth land gradient smooth the land colors across contour levels. smooth water gradient smooth the water colors across contour levels. land contours number of contours for dividing the terrain. secondary contours will be generated between these contours. primary contours intensity of the primary contours. use 0 to hide. secondary contours intensity of the secondary contours. use 0 to hide. contour color color of the contour lines. water process water when enabled the water gradient processed. otherwise water left as flat shape. contours number of contours for dividing the water. secondary contours will be generated between these contours. primary contours intensity of the primary contours in the water. use 0 to hide. secondary contours intensity of the secondary contours in the water. use 0 to hide. water contour color color of the contour lines in the water. grid grid lines number of grid lines on either axis. further subdivisions would be created within those grid lines. primary grid intensity intensity of primary grid lines. use 0 to hide. secondary grid intensity intensity of the secondary grid lines. use 0 to hide. grid color color of the grid lines. pixels contour pixel size size of contour lines in pixels. boundary pixel size size of the contour dividing water and land in pixels. grid pixel size size of the grid lines in pixels. colors l1l2l3l4l5l6l7l8l9l10l11l12l13l14l15l16l17w1w2w3"},{"url":"/Reference/Render/Light.html","hive":"Node Reference","title":"Light","text":"uid light\r title light propertieslight sun azimuth the direction of the sun. sun elevation the elevation of the sun. global qualityultrathe highest quality ao. it takes quite long time to calculate but produces very good results. this the recommended quality when baking lighting for high resolution assets with small details. highhigher quality ao slower to calculate. it useful when you have small intricate shapes. mediumthe default value. good balance between quality and speed. lowlow quality ambient occlusion. this quite sufficient in many situations.direct light direct light enable the direct light pass. shadows enable the shadows pass. sun angular diameter this property controls the softness of the shadows. ambient light ambient light enable indirect ambient lighting. ambient occlusion enable the ambient occlusion pass. advanced exposure the exposure for the render. use this just like the exposure value in camera. sun intensity intensity of direct sunlight. ambient intensity intensity of ambient light. air density density of the atmosphere. haze the amount of haze in the atmosphere. this can make the sunlight whiter and less saturated. ozone layer thickness thickness of the ozone in the atmosphere. this adds slight blue tinge to the ambient light. automatic colors generate colors automatically based on sun angle and other conditions. sun color the color of the direct sunlight. only available when automatic colors disabled. ambient color the color of the ambient light. only available when automatic colors disabled. ground brightness brightness of the ground. this controls the color of the terrain when no color map provided. soft clip convert hdr color values to ldr values by soft clipping. this prevents over and under-exposure. "},{"url":"/Reference/Output/Mesher.html","hive":"Node Reference","title":"Mesher","text":"uid mesher\r title mesher mesher allows you to save specific nodes as meshes instead of heightfields. it can also generate lods. propertiessave to build folder saves the output to build folder. will igonore the above path if this option checked. file path where the output files should be saved formatwavefront objwavefront obj output xyz point cloudxyz point cloud output autodesk fbxautodesk fbx outputscale the scale for the model. normalized (0.0 - 1.0)writes vertex values to the 0.0 to 1.0 range. this the easiest for resizing to any scale or for easy interpretation in obj importers in many dcc applications. 1 unit = 1 meterwrites vertex values in meters. note many obj importers will fail to read large numeric values produced by this option. 1 unit = 1 kilometerwrites verte values in kilometers. unlike the above option most obj importers are able to read the values as they tend to be double digit at most.vertex count the number of vertices on either axis. structure the mesh synthesis method to use for the model. tristhe terrain will be produced with uniform triangles. quadsthe terrain will be produced with uniform quads. tris (adaptive)the terrain will be produced using perpendicular triangles but with automatic polygon density as required by different portions of the terrain. this method produces the best outcome.create texture coords creates texture coordinates in the output mesh. create walls creates wall in the output mesh. lod number of lods to be generated along with main mesh. noneno lods lod 1one lod lod 2two lods lod 3three lods lod 4four lods lod 5five lods lod 6six lods lod 77 lods lod 88 lods"},{"url":"/Reference/Output/Output.html","hive":"Node Reference","title":"Output","text":"uid output\r title output the output node gives you explicit options for saving nodes output to file. it an alternative to the mark for export option available on all nodes. it specifically useful for saving files to predefined path and overwriting the output every time.the output file will be overwritten on each build. use the build-manager instead to automatically stack and rename files.the output node for backward compatibility only. we recommend using the build-manager instead unless you have specific needs. propertiespath path where the output files should be saved save to build folder saves the output to build folder. will igonore the above path if this option checked save all ports outputs all the ports format format in which the output file should be saved "},{"url":"/Reference/Utilities/Chokepoint.html","hive":"Node Reference","title":"Chokepoint","text":"uid chokepoint\r title chokepoint the chokepoint node special node whose sole purpose to help avoid re-connecting many nodes while adding no memory overhead. often graph ends up with natural chokepoints - single node referenced by several other nodes. if at later point you want to modify important node you would need to reconnect all the connections. this can be awkward time consuming and dangerous in some situations. in this example the second erosion node the chokepoint. it feeds several other nodes while being critical junction in the terrains creation process. it more or less the last node in the terrain creation. the easy solution to interject chokepoint node onto the important node. you can hold shift while drag-dropping chokepoint on to the erosion node to interject it and have gaea reroute all connections. see conveniences for more information. now everything routed through the chokepoint allowing you to experiment with the erosion node later and only reroute single connection when needed. the chokepoint can be further organized by making its output portal. you can select all the outgoing connections and press ctrl + p to turn them into portal connections. this especially useful when working with multiple graphs. "},{"url":"/Reference/Utilities/LoopBegin.html","hive":"Node Reference","title":"LoopBegin","text":"uid loopbegin\r title loopbegin "},{"url":"/Reference/Utilities/LoopEnd.html","hive":"Node Reference","title":"LoopEnd","text":"uid loopend\r title loopend propertiesloops number of loops to perform mutate seeds when enabled the seeds of all nodes within the loop are mutated. seed the seed for mutation if enabled above. "},{"url":"/Reference/Utilities/Route.html","hive":"Node Reference","title":"Route","text":"uid route\r title route route lets you choose the flow of the graph based on the input and output ports chosen. this an automation node relies on an integer input. propertiesin the input port to use. out the output port to use. "},{"url":"/Reference/Utilities/Switch.html","hive":"Node Reference","title":"Switch","text":"uid switch\r title switch route lets you choose between two different heightfield inputs. this an automation node relies on boolean (true false) input. propertiesswitch when enabled switches the input from the first port to the second port. "},{"url":"/Reference/Utilities/TileGate.html","hive":"Node Reference","title":"TileGate","text":"uid tilegate\r title tilegate "},{"url":"/Learning/index.html","hive":"Learning","title":"Learning Gaea","text":"uid tutorials\r title learning gaea welcome to the learning guide select section to begin. the tutorials section contains complete tutorials show you how to accomplish complete project. the quickstarts section has over 50 scenarios of different terrains. these short tutorials explain how to quickly set up specific environment for production quality work. the techniques section covers intermediate and advanced techniques for specific tasks or look development. the third party section contains list of learning resources available elsewhere from our friends. "},{"url":"/Learning/Tutorials/Intro-Create.html","hive":"Learning","title":"Introduction to Gaea","text":"uid tut-create\r title introduction to gaea "},{"url":"/Learning/Tutorials/Intro-Color.html","hive":"Learning","title":"Color Production","text":"uid tut-color\r title color production "},{"url":"/Learning/Tutorials/Hero-Mountain.html","hive":"Learning","title":"Hero Mountain","text":"uid tut-hero-mountain\r title hero mountain "},{"url":"/Learning/Tutorials/WarpDunes.html","hive":"Learning","title":"Warped Dunes","text":"uid tut-warped-dunes\r title warped dunes working on short tutorial on how to have rock formations alter the shape of dunes. will publish it next change i get. the basic idea to mix two separate terrains (dunes and rock formation) with 100% max mode in combine then use the separation mask to drive the displacement of the dunes. this tutorial will also cover an important concept i like to call intentional orphans. this where nodes are used for something other than their primary output. "},{"url":"/Learning/Tutorials/Merging-Terrains.html","hive":"Learning","title":"Merging Terrains","text":"uid tut-merge\r title merging terrains "},{"url":"/Learning/Tutorials/Arctic.html","hive":"Learning","title":"Arctic Terrain Breakdown","text":"uid tut-arctic\r title arctic terrain breakdown "},{"url":"/Learning/Tutorials/Rugged-Outcrops.html","hive":"Learning","title":"Rugged Rock Outcrops","text":"uid tut-rugged-outcrops\r title rugged rock outcrops this handy trick can help you emphasize the sharper portions of your terrain to make it look more rugged. this what an extra rugged terrain looks like. it created by emphasizing portion of the rocks generated by the stacks node. to start with we have helix gradient eroded by erosion. then we use the stacks node to create stratified rock outcrops and strong talus. next we use combine node to merge them using max mode at 100%. this gives us the higher values from both the erosion and stacks nodes. an alternative to just use the max option in the postprocess. we use separate combine node to merge the same two nodes but this time us difference mode. this gives just the portions are different between the two. because we max-merged the terrains there lot of overlap so we only get the sharper outcrops stacks has created. now we use third combine node to combine the max-merged output with the diff-merged output. this time we use screen at 100% so the sharp portions are intensified by the relative strength from the difference product. the red mask here shows the areas being affected. and this our final result. "},{"url":"/Learning/Tutorials/Shattered-Mountain.html","hive":"Learning","title":"Shattered Mountain Lake","text":"uid tut-shattered-mountain-lake\r title shattered mountain lake this tutorial demonstrates how to set up rugged environment using lookdev nodes water body using lakes and quickly create full color production setup. "},{"url":"/Learning/Tutorials/Weathered-Rock.html","hive":"Learning","title":"Weathering + Seamless Tiling","text":"uid tut-weathered-rock\r title weathering + seamless tiling this tutorial shows how to quickly craft sophisticated textures for rock surfaces by mixing various satmaps adding edge weathering and subtly enhancing the shape. additionally it also shows how to turn it into seamless tiling texture set (diffuse and displacement). "},{"url":"/Learning/Tutorials/Hyperreal-Snow-Mountain.html","hive":"Learning","title":"Hyperreal Snowy Mountain","text":"uid tut-hyperreal-snowy-mountain\r title hyperreal snowy mountain gaea makes it very easy to create hyperrealistic terrains for visual effects shots. in this tutorial you will learn how to create sophisticated snowy mountain peak in few easy steps then leverage gaeas snow physics to create detailed believable snow accumulation. "},{"url":"/Learning/Tutorials/Multiple-Biomes.html","hive":"Learning","title":"Multiple Biome Breakdown","text":"uid tut-multiple-biomes\r title multiple biome breakdown in this detailed breakdown explore how the new gaea hero animation was conceived and executed. you will go through the process of core terrain creation biome setup and biome texturing. then you get to take those biomes and mix them either procedurally or through freehand painting. "},{"url":"/Learning/QuickStarts/Introduction.html","hive":"Learning","title":"Introduction to Quickstarts","text":"uid quickstarts\r title introduction to quickstarts gaea comes with 50+ quickstart files illustrate how to quickly achieve specific terrains and styles. each quickstart file comes with notes for each node explaining the decision to use those specific nodes. in this section you can browse through the quickstarts and refer to the notes and exact settings used in the file. "},{"url":"/Learning/QuickStarts/Collapsed-Crater.html","hive":"Learning","title":"Collapsed Crater","text":"uid quickstart_collapsedcrater\r title collapsed crater\r type quickstart collapsed crater crater profile = impact crater scale = 4.0 depth = 2.0 scale = 0.7 height = 19.14% floor = 0.4 depth = 0.5 inner scale = 18.21% modulate = 0.3 lip = 95.36% the crater node the perfect way to create the base structure for our crater. the impact crater profile with some modification creates this almost volcanic looking crater. erosion duration = 6.02% downcutting = 93.15% inhibition = 71.49% random sedimentation = 96.82% sediment removal = 7.03% erosion with very heavy downcutting some random sedimentation and sediment removal creates this highly eroded look. having strong flow lines important for our intended look. clamp (post process) used to reduce the height of the crater. wizard strength =material = rocky channel width = high phase 2 = collapsed second erosion pass this time with the wizard node takes advantage of the existing erosive structure of the previous node and adds lots of sediments to the terrain. extreme strength and high channel width are the key driving forces of this erosion. "},{"url":"/Learning/QuickStarts/Crater-Coast.html","hive":"Learning","title":"Crater Coast","text":"uid quickstart_cratercoast\r title crater coast\r type quickstart crater coast crater scale = 4.0 we create very large craterfield where one large crater dominates the landscape. erosion random sedimentation = 96.82% sediment removal = 50.00% erosion with high random sedimentation and sediment removal gives our craterfield an eroded look without creating too many soil deposits. this helps preserve the shape while adding erosive details. shearshear adds small structural collapses across all the crater walls. sea level = 3.65% shore size = 100.00% shore height = 20.47% variation = 100.00% extra cliff details = true finally we add coastal erosion with the sea node crates cliffs near the large crater wall and large beaches near the water. "},{"url":"/Learning/QuickStarts/Crater-Lakes.html","hive":"Learning","title":"Crater Lakes","text":"uid quickstart_craterlakes\r title crater lakes\r type quickstart crater lakes craterwe create vast craterfield full of small and medium craters. erosion random sedimentation = 96.82% sediment removal = 50.00% erosion with high random sedimentation and sediment removal help us create an erosive look while avoiding soil deposits. shearshear helps us break up the uniforimity by adding structural collapses everywhere. lakes precipitation = 2.0 small lakes are added using low precipitation value. "},{"url":"/Learning/QuickStarts/Volcano.html","hive":"Learning","title":"Volcano","text":"uid quickstart_volcano\r title volcano\r type quickstart volcano crater profile = impact crater scale = 4.0 depth = 2.0 scale = 0.7 height = 19.14% depth = 0.2 inner scale = 10.58% modulate = 0.4 tall volcanic shape created using the impact crater profile. strong modulation and small inner scale the key to this look. in post process autolevel used to make the shape as tall as possible. erosion duration = 11.74% random sedimentation = 96.82% sediment removal = 7.03% erosion with high duration used to refine the volcano. random sedimentation helps create non-uniform fluvial lines. in post process clamp used to reduce the height. we used autolevel in the previous step to make erosion stronger. now we can remove extra height. erosion downcutting = 0.00% inhibition = 500.00% base level = 500.00% sediment removal = 22.01% area effect = precipitation amount bias = 94.91% second erosion pass with settings promote strong sedimentary flows used to add the final touches. "},{"url":"/Learning/Techniques/Blending-SatMaps.html","hive":"Learning","title":"Blending SatMaps","text":"uid tut-blending-satmaps\r title blending satmaps satmaps can give you complex color map to colorize your terrains. however sometimes map may look good but be just bit off. you may be tempted to force color change using colorfx. brute force solution this option can be problematic. an organic method which in many cases better to blend different satmaps. here an example. this terrain has believable red hue which strong but not too strong. this the original satmap. portion of the map rocky 207. by itself it too red. to make the map look more believable we create second satmap node uses cooler hue. in this case it the map blue 107. when blended using combine node at 100% max mode you get bit of blue poking out through the red pixels. to make this even more realistic the combine node masked with high noise perlin. "},{"url":"/Learning/Techniques/Coloring-Water.html","hive":"Learning","title":"Coloring Water","text":"uid tut-color-water\r title coloring water coloring water bodies generated by lakes node very easy and straightforward. the essential process to take the depth output and colorize it using cluter. with few subtle enhancements you can take it to the next level. lets first look at our setup. we use the lakes node to create the water surface. however for creating the ground texture we attached the texture node directly to the erosion node instead. the best way to texture terrains with water to create the color maps for the terrain and water surface separately and merge them afterwards. the depth output from the lakes node goes to cluter node which then attached to combine with the satmaps for the terrain using 100% blend mode. the lakes mask output used to mask the blending process. next we edit the cluter node to change the black and white gradient to something more appropriate for water. the bottom of the gradient maps to the darker (closer to the surface) parts of the depth mask while the top maps to the lighter (deeper) parts. it good idea to keep the color variations closer to the shore and have only subtle color changes in the deeper areas. and takes care of the main process. if you want to take it further we can modify the graph bit by interjecting blur node and then warp node between the depth output and the cluter. the blur set to very low 0.10 value. since water refracts light having sharp features of the depth map visible in the colorization may not look too realistic. the subtle blur helps mimic refraction. the second component of refraction in water body the subtle turbulence in the refracted light because of moving volumes. we simulate this with warp node set to low size and high strength. you can play with the roughness and warp source options for different variations. for most purposes the settings shown here should suffice. additionally if your warp too powerful you can turn on min mode in the postprocess so the warped bits dont spill over too much. and this how our water looks after that if we stretch out the colors by moving the gradient stops higher you can see more pronounced effect created by the blur and warp. "},{"url":"/Learning/Techniques/Control-Water.html","hive":"Learning","title":"Controlling Water","text":"uid tut-lake-control\r title controlling water you can use combination of clamp and combine (max mode) to control the water level created by the lakes node. the core concept here to use the secondary outputs of the lakes node instead of the primary output so we can modify them before merging it with our terrain. the erosion node here the main terrain upon which lakes simulates water. we use combine node in max mode (100%) and merge the erosion output with the surface output. but we interject clamp node which helps us control the height of the water level.surface hidden port and can only be accessed by dropping connection on the lakes node and selecting the surface option from the popup menu. then we enable the difference mask in the combine node. this the new lakes mask the lakes node would have normally given us but with the clamp influence taken into consideration. additionally just to show the effect were also combining (50% blend) the autolevelled depth output with the difference mask and then passing it to satmaps node. now we when we lower the clamp nodes max amount the water level goes down while leaving drying shore. clamp max at 100%. clamp max at 55%. clamp max at 32%. you can create more elaborate texturing setup to show the drying shoreline and more. for example if you set up 2 different clamps you can get wet area outside the water level. how this terrain was created "},{"url":"/Learning/Techniques/Crater-Cave-In.html","hive":"Learning","title":"Crater Cave-in","text":"uid tut-crater-cavein\r title crater cave-in in this tutorial im using the new shaper node to bulk up crater and then using slope biased erosion to create gentle erosion just inside the crater. first i created crater (default settings). then mixed it with random mountain node from the default scene. this creates slab of slanted material embedded into the side of the crater. look at the post processing settings too. i adjusted the height of the combine output by leveling it up then clamping it down. (i also cheated i used max right there instead of changing the main settings. both methods would do the same thing in this case.) the shaper node bulks up the terrain. by disabling detail preservation the outlying area looks nice and soft which can be particularly useful for an alien looking environment. this can be suitable for earth too. finally with the erosion node i used slope bias in selective processing. this targets just steep slopes inside the crater. because of the smooth bulk-up via shaper the outside area too shallow to be affected by such steep settings. and there you have it. looks like something space worm crawled out of and back into with the sand collapsing in. have fun with shaper. "},{"url":"/Learning/Techniques/Dirty-Snow.html","hive":"Learning","title":"Dirty Snow","text":"uid tut-dirty-snow\r title dirty snow if you need complex snow distribution it recommended to chain multiple snowfall nodes together. each node contributes different type of distribution. lets try it out in practical scenario. for our demo terrain we want slightly unkempt snow uneven and somewhat dirty rather than large pristine mounds. in our first snowfall node we will target general dirty distribution. to do this we use 100% settle-thaw and 8% melt with high snow line of 48%. to make sure the snow collects in smaller clumps and bit of rock exposed in between we use somewhat high slip-off angle value of 60 and slightly high adhered snow mass value of 15. this creates non-flowing distribution keeping the snow high up on the mountain and still allowing the physics simulation to work long enough to force the snow into crevices and expose sharp bits of the underlying terrain. for the second pass we focus on the flowing snow. while overlap between the first and second passes fine we want to minimize overlap so we dont lose the dirtiness of the snow. we use low intensity of 6% low settle-thaw of 2.5% and melt value of 5%. the snow line lot lower than the previous pass at 28%. to help the snow to flow more effectively we use low slip-off angle of 14%. this snow now forced to the flow areas (often defined by previous erosion passes) compared to the previous pass which focused on resting snow. finally we take the 2 nodes secondary snow output mask and use combine at 100% max mode to merge the masks for use in our texture map creation. "},{"url":"/Learning/Techniques/Draw-Modify.html","hive":"Learning","title":"Draw to Modify","text":"uid tut-draw-modify\r title draw to modify hidden gem in gaea the mask node. on the surface it appears to be simple mask drawing tool. when used in conjunction with specific node networks however it can give you powerful creative advantage. in this example we will use the mask node to modify the heights and even draw some detail into an existing terrain. to set up our mask node we input the terrain for reference so we can see where we are drawing. then combine node set up after it to take the mask output and blend it into the main terrain in either add or screen mode. finally we pin the combine node to get live preview of the result from the drawing. (see pinning). in the mask node editor click edit mask to start drawing. adjust the blur and iterations until you get the right level of softness. more softness means gentler transitions for the main terrain. remember to use low strength setting in the mask editor. if you need to both raise and lower capability you can set up 2 different masks - one subtracts and one adds. or you can choose 50% strength and paint over the entire mask surface. switch the combine nodes mode to multiply and in the postprocess set the multiply option to 2.0 to compensate for the 50% multiplication. then when you use positive or negative strokes they will raise or lower respectively. for added shape randomness you can use warp before combining the mask. "},{"url":"/Learning/Techniques/Fake-Water-Flows.html","hive":"Learning","title":"Fake Water Flows","text":"uid tut-fake-flow\r title fake water flows if you want to create water flows similar to what you might find at beach you can fake them using erosion. first we set up slopenoise and erode it. the erosion settings of high downcutting values (all 3 sliders) promote wider sandier flows. then we create perlin with low octaves and clamp it down to flat-ish state. finally subtract the wear map from the perlin. "},{"url":"/Learning/Techniques/Multipass-Erosion.html","hive":"Learning","title":"Multipass Erosion","text":"uid tut-multipass-erosion\r title multipass erosion great way to create sophisticated erosion to use multiple erosion nodes. single erosion pass fine but will restrict you because of the settings you can use. in this example we have selective processing set to altitude with high duration of 30% for creating the initial pass. the strong grooves flow structure it creates will guide the erosion in subsequent passes. for the second pass we have default settings except for 100% downcutting and 100% base level. this makes strong flow structures everywhere. the third pass fully default. it takes the general larger variations produced in the previous passes and homogenizes the overall texture while keeping the larger features. optionally higher inhibition can be used to create more sediments at the bottom. "},{"url":"/Learning/Techniques/Selective-Erosion.html","hive":"Learning","title":"Selective Erosion","text":"uid tut-selective-erosion\r title selective erosion sometimes you may want an additional peak in scene or want to erode 2 portions differently. this basic technique will show you how to do and leverage the erosion nodes capabilities in creating new mountains out of simple shape. we start with this basic mountain. we can take the main peak and turn it into much larger slightly isolated peak - like something you might find in the alps. we will use the erosion node to help create peak. erosion needs lot of bulk to erode into mountainous shape and our peak right now too shallow. so we use height node to mask out the top of the peak. then we use as mask for the clamp node. by pushing up the clamps minimum we elongate peak while retaining relatively clean boundary with the rest of the terrain. the shape not attractive but wont matter. for creating the actual peak we send the same height mask to the erosion node as an area input. by turning on selective processing and setting it to precipitation amount we make sure rainfall occurs only in region. we increase strength and duration as well as random sedimentation and inhibition. the intense erosion on blocky shape carves it into natural peak formation. (in an oversimplified way how peaks are eroded in real life) now we use invert on the same mask. and send it to second erosion node in the same chain. this has milder settings but still employs selective erosion. we use this to erode the rest of the terrain ensuring the peak untouched. there will still be enough overlap of the slopes to allowthe 2 different erosions to merge nicely. and there you have it you just created realistic peak out of blocky chunk "},{"url":"/Learning/Techniques/Shattered-Floor.html","hive":"Learning","title":"Shattered Floor","text":"uid tut-shatter-floor\r title shattered floor sometimes you may require an overall flat terrain with lots of detail. shatter can help you create in just 2 steps. create plates node and use the postprocess to clamp the output to level of flatness you like. in this case we have it set to 33 and 24. next add the shatter node. and thats it - youre done you can enhance this more with other nodes or use texture and rockmap with satmaps to texture the terrain. "},{"url":"/Learning/Techniques/Slanted-Terraces.html","hive":"Learning","title":"Slanted Terraces","text":"uid tut-slanted-terraces\r title slanted terraces take any random shape like perlin and add an apex node. switch the apex node to slant mode and adjust the a b settings until you have shape looks pleasing to you. duplicate the node and attach it to the apex node. in the second node change the angle to 90 degrees. add displace node to the end to warp the shape bit. experiment with different a b settings and angles to get different permutations. "},{"url":"/Learning/Techniques/Super-Erosion.html","hive":"Learning","title":"Super Erosion","text":"uid tut-super-erosion\r title super erosion with this technique you can emphasize rocky erosion to very high degree. the key here to not use the output directly. instead use the erosion output to modify the terrain. first we start with an eroded mountain has been terraced. we use the terracing to create obstacles for the erosion process. as it erodes the terraces specific sediment shapes will be formed. next we erode the terrain using very high settings. random sedimentation quite important. we use selective processing so only the top gets eroded completely and ejecta from the top falls all the way down in rocky lumps. then we turn on the diff blend mode in the postprocess. the output will be the difference between the original terraced terrain and the erosion output giving us terrain formed from just the rocky material and broken terraces. finally we use combine to subtract the erosion output from the terraced terrain. this leaves us with rocky craggy mountain exposes some terraces yet also features lot of rocky deposits. "},{"url":"/Learning/Techniques/Terrain-Folding.html","hive":"Learning","title":"Terrain Folding without the Fold Node","text":"uid tut-folding\r title terrain folding without the fold node this very simple yet effective method for creating terrain folding without using the fold node. the basic concept to use highly warped noise to cut grooves in voronoi. create highly warped perlin. use the perlin to mask voronoi (form p no warp dual on if you prefer) displace with few iterations for nice long stretches (high quality off) and then clamp it to get the height down. erode with default settings. the main image with bit of snow added and texture + satmaps (both using navajo sandstone presets). "},{"url":"/Learning/ThirdParty/Gnomon-Workshop.html","hive":"Learning","title":"Gnomon Workshop","text":"uid gnomon\r title gnomon workshop gaea at the gnomon workshop "},{"url":"/KB/index.html","hive":"Knowledge Base","title":"Knowledge Base","text":"uid kb\r title knowledge base welcome to the gaea knowledge base you can find answers to the most common questions in the following categories faq-purchasing faq-running faq-licensing "},{"url":"/KB/FAQ/Purchasing.html","hive":"Knowledge Base","title":"Purchasing","text":"uid faq-purchasing\r title purchasing gaea subscription based? no gaea licenses are perpetual - no subscriptions or hidden fees. support maintenance and minor updates are all free. only when upgrading to major version - e.g. gaea 2.0 - it paid upgrade. do i need to pay maintenance fee? no. support maintenance and minor updates are all free. only when upgrading to major version - e.g. gaea 2.0 - it paid upgrade. how do i upgrade my gaea license to professional or enterprise? you can upgrade to higher edition any time by simply paying the price difference. there are no penalties. to upgrade place new order while supplying your existing license key. can i get refund for my purchase? all purchases are strictly non-refundable. please try the community edition to ensure the product meets your needs. or contact us for information. "},{"url":"/KB/FAQ/Running.html","hive":"Knowledge Base","title":"Requirements","text":"uid faq-running\r title requirements what are the requirements for running gaea? minimum windows 7 - service pack 1 (6.1.7601) intel core i5-2500k amd fx-6300 16gb ram nvidia geforce gtx 770 amd radeon r9 280 10gb hdd space recommended windows 10 - april 2018 (1803) intel core i7-4770k amd ryzen-5 1500x 32gb ram nvidia geforce gtx 1060 amd radeon rx 480 50gb hdd space do i need an internet connection to use gaea? yes for community indie and professional editions you need an internet connection to activate the license and at least once every 30 days to keep the license active. the enterprise edition can be both activated offline and not require an internet connection to stay activated. gaea gpu powered? gaea uses the gpu primarily for visualizing data rather than processing it. our algorithms are primed for cpu usage. while it may feel may be loss as modern gpus can process heavy data our algorithms can create elaborate effects not possible with current methods of gpu processing. gaeas nodes are heavily multi-threaded and can use your cpu cores to the maximum as needed. can i use gaea on mac or linux? gaea currently runs on windows 7.1 or higher. gaea will be available on linux in the future. we dont have plans for mac version at this moment. gaea standalone or plugin? gaea standalone windows application. it can optionally plug into houdini and other applications via bridges. "},{"url":"/KB/FAQ/Licensing.html","hive":"Knowledge Base","title":"Licensing","text":"uid faq-licensing\r title licensing how do i activate my license? download and install the community edition. you can load the license key on the start screen about dialog or the main menu in the primary window. how many computers can i install my gaea license on? indie and professional licenses can be used on two computers such as work pc and personal laptop as long as the same person uses it. enterprise licenses can only be installed on one machine. for personal use the user must acquire separate license. are gaea licenses node-locked? yes indie and professional edition licenses are node-locked. however you can deauthorize and move the license to new machine without requiring intervention from our support team. there no cost for reactivating license once you exhaust your included moves. enterprise editions are not node-locked and may be moved from machine to machine by deauthorizing an existing installation as frequently as needed. i lost my license key. how can i recover it? contact our support team with your receipt of purchase transaction id or license id and they will help you. can i share or sell the content i create with gaea? yes you own the content you create. you are welcome to use it however you wish. are floating licenses available for gaea? floating licenses are not available at the moment. talk to the support team for possible workarounds. can i transfer my license to someone else? we will consider this on case-by-case basis. get in touch with the support team for details. "},{"url":"/KB/Articles/Mass-Deployment.html","hive":"Knowledge Base","title":"Mass Deployment on a Network","text":"uid article-deployment\r title mass deployment on network there are two ways to install gaea on multiple machines. below you will find detailed steps for both scenarios. if you require further help or have specific situation license key for both methods the most useful way to have single key encoded to run on multiple machines. please contact us to acquire such key. all volume purchases are automatically issued key like this. the below methods assume you have such key. if you dont and instead have have multiple keys you will need to use different keys per installation in both scenarios below. administrative install to run the installer silently and install to the default path of c program files quadspinner gaeause the followin command line. you will require administrative privileges. gaea-1.2.1.1.exes to choose the install path specify it withd=path argument. if your path not protected you will not need administrative privileges. gaea-1.2.1.1.exesd=c gaea finally copy the license key to the installation folder. manual mass deployment for mass deployment the following may be an easier process as gaea now fully portable. install gaea to temporary folder on any machine. copy the license key to the install folder. now you can create zip of the folder or copy it however you prefer to as many computers as you like.if you are going to use gaea with houdini or another application via bridge please run gaea and close it. this will initiate local files repositories and registry settings may be required by other applications to detect and communicate with gaea. upgrading you can patch or upgrade installations in the same was regardless of the option you choose. "}] User Guide Node Reference Learning Knowledge Base Version History Download Gaea GAEA DOCUMENTATION GAEA DOCUMENTATION Organization The documentation is being updated for version 1.3. Some sections may be incomplete. The documentation is organized to help you get started with Gaea quickly and easily regardless of your skill level. ORGANIZATION User Guide Using Gaea The User Guide has all the knowledge required to get started with Gaea, understand all the features, learn advanced concepts, and even automate your workflow. Node Reference Learn about individual nodes The Node Reference delves into each node in the Gaea toolbox and details their uses, best practices, and more. Tutorials Learn Terrain Design Learn the art of procedural terrain creation with these comprehensive techniques and tutorials. Official Website | Discord | YouTube | Instagram | LinkedIn This documentation is licensed under the MIT License, a very permissive open-source license.