Node reference¶
Every node, grouped by category.
Adjust¶
- Clamp. Hard-clamps the height layer into [min, max]: caps overshoots, floors basins, or bounds a value.
- Curve. Reshapes height through an editable transfer curve.
- Expression. A per-cell math formula over x, y, and the input layers: the escape hatch for custom math.
- Histogram-Scan. Windows a range of input values into a crisp [0, 1] mask, set by position, width, and a soft falloff.
- Invert. Flips the height layer (1 - height).
- Levels. Rescales the height range: stretch an input window to full, bias the midtones with gamma, and map into an output window.
- Normalize. Fits the height layer's actual min-max to [0, 1], pulling a raw or out-of-range field back into the working range.
- Sculpt. Sculpt terrain by brushing height onto it: paint raises, erase lowers, and overlapping strokes build up.
Combine¶
- Blend. Composites two fields by a mode (normal, add, subtract, multiply, max, min, difference) eased in by opacity.
Filters¶
- Blur. Gaussian-blurs the height layer by a world-unit radius (the scale knob for derived selectors, and feathers masks).
- Deposit. Rains material onto the terrain and lets it settle: snow that fills hollows and sheds cliffs, or sand that buries all but the peaks.
- Directional Blur. Smooths the height layer along or across a guide direction, steered by the slope or a flow field.
- Frequency Split. Splits the height into a low-frequency band and the high-frequency residual.
- Grow / Shrink. Grows or shrinks a selection by a distance in metres, moving its edge out or in with a soft border.
- Terrace. Quantizes the height into stepped bands: flat treads joined by risers, for strata, benches, and mesa forms.
- Warp. Domain warp: pushes the height layer sideways by a noise field so straight features wander and regular shapes turn natural.
Generators¶
- Billow Noise. Puffy, rounded mounds and dunes, the rounded inverse of ridged noise.
- Cellular Bumps. Worley noise as cones peaking at scattered points: rock piles, bumps, and scales.
- Cellular Cracks. Worley cell-edge network: cracks, fractures, dried mud, and rocky cell walls.
- Cellular Regions. Worley cells as flat, discrete regions (plates, zones) to shape or scatter.
- Constant. A flat field at a chosen [0, 1] greyscale value: a fixed level to blend against, offset or scale with, threshold, or use as a uniform control field.
- Radial Falloff. A linear radial distance ramp (0 at the center, 1 at the radius): feed a Curve to draw any radial cross-section, a dome, crater, caldera, or terraces.
- fBm Noise. Fractional Brownian motion of Perlin noise.
- Flow Noise. Noise warped along divergence-free curl streamlines, for a swirly, marbled, fluid look.
- Gradient. A smooth directional ramp (0 to 1 across a band): the non-centered envelope for a coast-to-highland trend or a dune-field direction.
- Hybrid Multifractal. Realistic plains-to-mountains terrain in one node: roughness scales with altitude, so valleys stay smooth and flat while peaks get rough and broken.
- Import. Loads a heightmap image as a field, placed by offset, rotation, and scale.
- Paint. A hand-painted [0, 1] selection, brushed on the 2D map or 3D surface.
- Polygon. A flat-topped regular polygon with soft flanks.
- Radial Gradient. A smooth radial dome (1 at the center, 0 at the radius): an envelope to multiply with detail, or shape downstream with a Curve.
- Rectangle. A flat-topped rectangular footprint with soft, rounded flanks.
- Ridged Noise. Ridged multifractal noise, with sharp mountain ridgelines.
- Ring. A smooth circular ridge (1 on the radius, 0 on each flank): the envelope for a crater rim, caldera wall, or atoll.
- Waves. Parallel bands swept across the terrain (dunes, ripples, corrugated ridges): a straight ramp to each crest, so a Curve after it draws any profile you like.
Geology¶
- Coastal. Reshapes the shore at the world sea level into a beach that rises to a berm, then a steeper bluff, and lifts a shallow shelf offshore.
- Hydraulic Erosion. Water carving the terrain, simulated as rain droplets that cut rills and deposit sediment.
- Stream Erosion. Carves drainage networks from flow accumulation; outputs the river/flow map.
- Thermal Erosion. Relaxes slopes steeper than the talus angle toward repose.
Materials¶
- Material. Names a region of the terrain as a material, so it can be shown in colour and exported as a weight map. Wire a selection into the mask to say where it goes; leave the mask empty for a base material that covers everything.
Outputs¶
- Export PNG. Writes the height layer to a 16-bit grayscale PNG.
- Export EXR. Writes the height layer to a 32-bit float EXR: lossless, and can bake absolute elevation in meters (height x world height) so the file is self-describing.
- Export R16. Writes the height layer to a raw 16-bit little-endian .r16 file, Unreal's other native heightmap format. Same range mapping as the PNG, no header.
Selectors¶
- Aspect. Selects slopes facing a compass direction: high where the terrain faces the direction, softening over the falloff.
- Curvature. Selects convex (ridges, outcrops) or concave (valleys, hollows) ground from the surface curvature.
- Distance. Selects a band around a height contour by true distance, fading over a range in metres.
- Height. Selects a band of elevation: high where the normalized height is within min..max, softening over the falloff.
- Occlusion. Ambient-occlusion / sky-view measure: high in crevices and valley floors hemmed in by higher ground, low on open peaks and flats.
- Slope. Selects a band of steepness: high where the slope angle is within min..max degrees, softening over the falloff.
- Wave Exposure. Selects the coast the sea works hardest, high on headlands and low in sheltered bays.
Utility¶
- Null. Passes the field through unchanged: a point to view, reroute, or anchor wiring.
- Subgraph. A node holding an inner graph; dive in to build it, its ports set by Input/Output nodes.
- Input. Marks a field a subgraph takes in: each one becomes an input port on the container.
- Output. Marks a field a subgraph hands out: each one becomes an output port on the container.