Terrain nodes¶
Each terrain in the Pro Terrain tab has its own graph. Connect a height output to Terrain Output to display it. The graph generates a static heightfield and does not depend on the timeline. With Auto Update enabled, edits start a background GPU build after a short pause. The previous result remains visible until the new result is ready.
Without a connected color field, the preview uses a neutral medium gray. The GPU preview combines sunlight, soft terrain shadows, diffuse sky lighting, ambient occlusion, and ground illumination. Geometry Preview assigns a matte gray material; its lighting follows Blender's viewport shading settings.
The build progress bar counts completed nodes used by the active output, including its connected color and mask branches. Muted and disconnected nodes, and Terrain Output itself, are excluded. Each node contributes one step, so an erosion node can take longer than a simple adjustment. Preparing preview follows the last node while lighting and display preparation finish. Elapsed shows the current build time; Calculation retains the total time when the preview is ready. Timing includes GPU initialization and preview preparation, and excludes time spent queued. Changing the graph starts a new count and timer.
Use Cancel Preview in the sidebar to stop a queued or running build. The previous preview remains visible. Use Refresh Terrain Preview to try again, or edit the graph to start a new build with Auto Update enabled.
For a guided setup, see Mountain to Export. Pro Terrain explains shared scene settings, and Export and Blender Materials covers the downstream Blender workflow.
Graph presets¶
Open Presets in the Pro Terrain sidebar or node editor header and select Terrain. Save Active Setup stores the active terrain's complete graph, including disconnected nodes, layout, editable color ramps and curves. Apply replaces the active terrain's graph or creates a terrain when none is active.
The application dialog offers Use Saved Dimensions for the saved Terrain Size and Height Scale. These controls affect all terrains in the scene. See Terrain presets for target selection, Drawing references, Undo and JSON import/export.
Preview Cache¶
Open Preview Cache in the Pro Terrain sidebar. Node Cache (MB) sets the maximum RAM used for this scene's reusable node results. The default is 2048 MiB; 0 disables caching. Change the default for new scenes under Preferences > Add-ons > Pro Particles Studio > Pro Terrain Defaults. Existing scenes retain their own setting, which is saved in the .blend file.
Caching applies to 1K, 2K and 4K previews. Unchanged parts of the graph can be reused after an edit, which can shorten preview updates. Changes to inputs, parameters, imported files or resolution recalculate the affected parts. Lighting changes retain the cached terrain results.
Reused in the progress display counts nodes whose results did not need recalculation. Preparing the preview can still take time.
Scene shows this scene's cache memory use. Session appears when other scenes also have cached results and shows total cache use across scenes. Available RAM can reduce the cache size below the selected limit.
Use Clear Preview Cache to free cached results for this scene. The next update may take longer while they are recalculated. The cache is cleared when opening a file or disabling the add-on. Node Cache (MB) limits only this cache, not all memory used by Blender or terrain calculation.
Muting and graph errors¶
Use Blender's Mute action (M) to bypass a terrain node. The result follows the bypass links displayed on the muted node. Combine passes its base input, and Material Blend passes base_color. A bypassed node performs no terrain processing; its other input branches are only evaluated if another active node uses them. Muted links are disconnected for evaluation.
A connected muted node needs a compatible, connected input for the requested output. Generators, Terrain Palette and Terrain ColorMap cannot be bypassed because they have no compatible input. A muted Terrain Output is also invalid. Disconnected muted nodes do not affect the preview.
Invalid graphs and failed terrain builds show an error in the node editor and mark the affected node red. GPU Preview displays a neutral flat terrain at height 0 with the configured Terrain Size, and discards the previous result. Graph validation remains active when Auto Update is off. Correct the graph, then use Refresh Terrain Preview if automatic updates are disabled. An unchanged failed build is not retried automatically. Error previews are never exported as terrain results.
Preview Lighting¶
Open Preview Lighting in the Pro Terrain sidebar to inspect the terrain under different lighting. These controls affect GPU Preview only. Light changes update the display immediately, without regenerating the terrain or changing its heights, color fields, or exported files.
| Control | Effect |
|---|---|
| Sun Azimuth | Direction toward the sun in degrees. 0 points along +X; 90 points along +Y. |
| Sun Elevation | Height of the sun above the horizon, from 1 to 90 degrees. Low angles emphasize relief and cast longer shadows. |
| Sun Intensity | Strength of direct sunlight. At 0, the terrain receives only environment lighting. |
| Terrain Shadows | Enables shadows cast by the terrain itself. Other Blender objects do not cast shadows into this preview. |
| Sun Size | Angular diameter in degrees. 0 gives a sharp shadow; larger values widen the soft transition. The default is 3 degrees. |
| Sky Intensity | Diffuse illumination from the upper hemisphere. |
| Ground Bounce | Approximate illumination from the ground on sloping surfaces. This is a diffuse preview approximation, not a full global-illumination simulation. |
| Ambient Occlusion | Reduces sky illumination in valleys and crevices. At 0, the sky light is unoccluded. |
| Environment Tint | Blends neutral inspection light with atmospheric sun and sky colors. The default is 1. Low-angle sunlight becomes warmer and weaker; overhead sunlight is close to white. At 0, illumination preserves the color field's RGB proportions. |
| Atmosphere Density | Optical density of air and aerosols. The default is 1. Higher values increase scattering and the warm color of low-angle sunlight. At 0, direct sunlight is unattenuated and the atmospheric sky contribution disappears. |
| Exposure | Brightness in stops. Highlights are compressed to keep bright terrain readable. |
Sun and sky colors change with the sun's height and Atmosphere Density. The sky illuminates surfaces according to their orientation and the sun's position. It does not replace Blender's World or viewport background, simulate clouds, or reproduce all of the Sky Texture node's controls. Ground Bounce is an approximate reflected-light contribution.
Preview lighting is intended for terrain inspection. Very small cavities and shadows at very low sun angles can be less accurate than in a final render.
Exported heightfields and meshes do not include preview lighting.
Shapes¶
For artist-drawn paths, contours and brush masks, see Drawing Terrain. Drawing Field drives graded roads, guided rivers, islands, ridges, valleys, level areas and lake basins.
| Node | Result |
|---|---|
| Mountain | A mountain heightfield controlled by its reach, height, ruggedness, and falloff. |
| Canyon | A warped valley with steep walls, inclined rock strata, and surrounding plateaus. See Canyon preview for its controls. |
| Dunes | Form selects Linear, Crescent or Star crests. Crescent bends connected ridges; Star combines three crest directions. These forms construct dune relief rather than simulating wind transport or isolated migrating dunes. Lee Asymmetry broadens the windward slope and steepens its lee face. Large Forms varies height across broader dune groups. Scale increases their number; Wind Direction sets their dominant orientation. Chaos changes their distribution, and Undulation spreads their directions. Softness smooths the warped field. Sharpness controls local slope shaping. Height defaults to 0.2. |
| Crater | An impact bowl with a softened floor and a warped, raised rim. Radius, Depth, Rim, and center controls define its profile and position. |
| Volcano | A volcanic cone with an irregular rim and a recessed crater floor. Mouth sets the opening relative to Radius. Higher Bulk fills out the exterior flanks while preserving the crater depression. |
| Island | A mountainous island with an irregular coastline and a narrow beach shelf. Chaos deforms the outline and interior; Coast Detail adds smaller coastal breakup. Radius and Height set its extent and relief. |
Shape heights are evaluated before the global Terrain Size and Height Scale display settings. Changing those display settings does not change erosion. Change a generator's height or depth to change the slopes processed by the graph.
Crater Depth also raises the surrounding ground level, leaving room for the excavated bowl instead of clipping a deep crater into a flat disk. Account for that ground level when combining a Crater with another heightfield. Rim adds uplift around the bowl; setting both Depth and Rim to zero produces a flat zero field.
Procedural fields¶
| Node | Result |
|---|---|
| Perlin | A multifractal Perlin field with varying contributions from finer detail layers. |
| Ridged | A ridged multifractal field whose finer ridges follow the larger structure. |
| Billowy | A billowy multifractal field with rounded high areas. |
| Voronoi | Cellular distances. Output selects Nearest, Second Nearest, or Cell Edges. Cell Edges measures distance from the nearest boundary, so the boundaries themselves are dark. Jitter at 0 keeps a regular grid; at 1, points can occupy their full cells. Warp adds coherent deformation. Use full Jitter when regular cell spacing is unwanted. |
| Cracks | Bright cellular boundaries with controlled Width, Depth, Frequency, and Jitter. Connect this field to Combine as detail, with Subtract, to cut cracks into a base terrain. |
| Noise | Layered noise with a fixed detail gain. Perlin additionally exposes Gain, Bias, and Contrast. |
Perlin, Ridged, and Billowy share Gain, Bias, and Contrast. Fractal Model selects the existing Multifractal construction or independent Additive layers. Multifractal varies detail through spatial feedback. Additive provides a simpler field for blending, with Contrast shaping its height distribution. The default remains Multifractal. Bias shifts the balance of high and low features. Contrast increases variation in the contribution of finer layers. Edge Softness on Ridged and Billowy rounds ridge crests and billow troughs.
Noise detail too fine for the selected resolution is filtered rather than added as pixel-scale interference. At low resolution, extra Octaves may add no visible detail. Frequency changes feature size; Amplitude changes height.
Every terrain node's Seed defaults to 1. Change it to choose another repeatable pattern. Multiple random variations within a node are derived from that seed automatically.
Processing and masks¶
| Node | Result |
|---|---|
| Combine | Combines base and detail with 11 operations. Strength and the optional mask control how much of the operation replaces the base. The contribution output provides a reusable detail-influence mask. |
| Terrace | Creates shelves and risers. Levels defines the bands between heights 0 and 1; bands continue above 1. Uniformity at 1 gives equal spacing independent of Seed. Increasing Steepness makes flatter shelves and narrower risers; 0 leaves the source unchanged. Strength blends the result with the source. |
| Warp | Moves the source with Perlin or Voronoi noise. Frequency, Strength, Octaves, and Gain control displacement. Finer deformations vary in direction to reduce grid-aligned surface markings. Iterations repeats the deformation. Edges chooses clamped or mirrored border sampling. |
| Blur | Applies Gaussian smoothing. Radius is the standard deviation in heightfield pixels; Iterations repeats the filter, and Strength blends with the source. |
| Invert | Subtracts each height from Ceiling. |
| Clamp | Limits height values to Minimum and Maximum. |
| Height Mask | Selects heights between Minimum and Maximum, with Falloff at both boundaries. |
| Slope Mask | Selects slopes between Minimum and Maximum, with Falloff at both boundaries. |
| Curvature | Marks convex regions above midgray and concave regions below midgray. Analysis Scale selects the neighborhood as a fraction of terrain width; zero retains sample-scale detail. Strength controls contrast. Separate convex and concave outputs isolate each kind of form. |
| Mask Distance | Builds an outside falloff, inside falloff or border band from a connected mask. Also outputs signed distance. |
| Mask Grow / Shrink | Expands a mask with positive Radius or contracts it with negative Radius. Falloff softens the new border. |
| Mask Curve | Remaps mask values through Blender's editable curve. Strength blends with the source. |
The optional mask input on Combine, Terrace, Warp, and Blur scales their effect from 0 to 1. A disconnected mask applies the effect everywhere. A mask of 0 retains the source heightfield. Height Mask, Slope Mask, and Curvature output masks that can be connected to these inputs. Minimum must not exceed Maximum on range controls.
Combine operations and contribution¶
Add, Subtract, Maximum, Minimum, Multiply and Blend retain their usual scalar operations. Difference returns the absolute difference. Screen uses inverse multiplication, while Overlay multiplies base values below 0.5 and screens those at or above 0.5. Screen and Overlay are most useful with masks or heights in the 0 to 1 range. Combine does not clamp terrain heights; add Clamp when a mask must remain between 0 and 1.
Soft Maximum and Soft Minimum round the transition where two surfaces meet. Blend Width is a height interval in graph units, not a horizontal distance. At 0 these modes behave as Maximum and Minimum. Larger widths can raise a soft maximum or lower a soft minimum slightly around the join.
For Maximum and Minimum, contribution selects where the detail input wins; equal heights give 0.5. The soft modes produce a gradual selection through the join. Other operations output their effective Strength, multiplied by the connected mask. This is an influence mask, not the fraction of total height attributable to detail. Use it for Material Blend, Terrain ColorMap > map, or later effects.
Distance, growth and curve masks¶
Connect a scalar selection to each tool's mask input. Threshold classifies values at or above the threshold as inside. Distance and growth rebuild this selection from that threshold, so they do not preserve the original soft transition. Distances measure straight-line separation between classified samples, with the border halfway across a sample interval. Fine features and contour placement depend on the selected resolution.
Mask Distance > Outside Falloff keeps the interior at 1 and fades outwards over Distance. Inside Falloff is 0 outside, increasing from the border to 1 in the interior. Border Band is bright on both sides of the border and fades with separation. Its distance output is positive inside and negative outside, expressed as a fraction of terrain width. An empty or full selection has no border; signed distance saturates at -2 or +2. Border Band is empty in both cases.
Mask Grow / Shrink > Radius also uses a fraction of terrain width: 0.02 expands by 2% of the width, and -0.02 contracts by that amount. Falloff is the width of the soft transition around the new border; 0 creates a hard edge. Radius 0 returns the original mask unchanged. Large masks can take longer than a local range selection.
Mask Curve provides an editable Blender float curve. The horizontal axis is the incoming mask value and the vertical axis is the result. Add and move points to create selective bands, change contrast or invert the selection. Input and remapped output are limited to 0 through 1; Strength 0 returns the source unchanged. Edits update the preview with Auto Update. Duplicated nodes own independent curves, and curves are saved in the .blend file.
Erosion¶
Connect a shape or Combine height output to an erosion node's height input, then connect its height output to another node or Terrain Output.
Hydraulic Erosion¶
Runoff accumulates from upstream terrain and follows downhill paths. Flow Inertia controls how strongly it retains the upstream direction when the local slope changes. Channel Width sets a characteristic incision width as a fraction of terrain width, with a default of 0.008. Bank Erosion spreads the influence of runoff onto neighboring channel banks. These controls affect the erosion itself. Increasing them does not blur the input terrain.
Channel Threshold controls how much runoff must collect before it can cut a channel. It defaults to 0.02. Increase it to suppress small, closely spaced furrows and emphasize larger drainage paths; decrease it for denser fine rills. At 0, even weak runoff can erode. The transition is gradual, and stronger rainfall can activate additional channels. Bank Erosion widens channels after this threshold is applied, leaving inactive surface detail intact. Channel Width controls the incision footprint separately from this threshold. Wide channels require more processing at high resolutions.
Iterations increases exposure to rainfall and defaults to 12. Rainfall controls water per event; higher Evaporation shortens its travel. Sediment Capacity and Erosion Rate control incision and transport. Rock Resistance reduces removal from solid rock while loose deposits remain easier to wash away. Its default is 0.35; at 1, solid rock is fully protected. Shape controls spatial variation in removal, Detail controls its frequency, and Seed changes that variation and drainage ties on nearly level surfaces.
Removed material splits among downhill paths. Fine sediment, gravel and coarse rubble retain separate amounts during transport, deposition and renewed removal. Bed Load controls the relative gravel content of newly eroded rock; Coarse Load controls its rubble content. Fine sediment remains part of the mixture. Increasing either control changes the mixture rather than adding material. Gravel and rubble have lower water-carrying capacities than fine sediment. Deposition Rate controls settling, and deposits remain available for removal during later iterations.
Slope Failure releases unstable rock into coarse rubble, in addition to water-driven incision. It defaults to 0. Failure Slope is the stable slope as rise divided by horizontal distance before terrain display scaling. Lower values allow more slopes to fail. Rock resistance, local rainfall and existing loose cover influence detachment. Channel Width also sets the neighborhood used to assess slope failure. Debris Runout controls how far rubble can continue moving after a steep slope levels out. It also affects rubble produced through Coarse Load. These controls describe surface material movement, without creating separate three-dimensional boulders.
Deposition never creates more material than was removed. Material that has not settled leaves the model at a terrain outlet or closed drainage sink. Deposition is limited by the surrounding upstream surface to avoid isolated piles. Hydraulic Erosion does not simulate a water surface or fill closed depressions to their spill level; use Drainage Conditioning when connected outlets are needed before erosion.
The optional rain input multiplies local rainfall by a zero to one field. The optional hardness input adds spatial rock resistance: 1 protects solid rock and 0 adds no resistance. Bedding Field can supply tilted or folded resistance layers.
Rainfall at 0 preserves the height and clears all output maps. Erosion Rate or Sediment Capacity at 0 prevents water-driven incision while still allowing a flow map. Slope Failure can continue removing unstable rock when enabled. Rock Resistance at 1 also preserves the input height. Deposition Rate at 0 skips material transport and deposition; direct incision and slope detachment can still operate.
| Output | Meaning |
|---|---|
| height | Eroded terrain, including remaining deposits. |
| wear | Accumulated removal in heightfield units, including re-entrained deposits. |
| deposit | Accumulated deposition, including material that may subsequently be removed. |
| flow | Normalized 0 to 1 runoff activity, not water depth. |
| sediment | Combined thickness of all loose deposited material still present in height. |
| fine_sediment | Remaining fine sediment thickness. |
| bed_sediment | Remaining gravel thickness. |
| coarse_sediment | Remaining coarse rubble thickness. |
The three material thickness outputs sum to sediment. They can drive material selection and masks. They contain thicknesses, not normalized zero to one masks; adjust Range Minimum / Range Maximum when coloring them with Terrain Palette or Terrain ColorMap. At each pixel, height equals the source minus wear plus deposit. Use sediment, rather than accumulated deposit, to continue material settling in Thermal Erosion.
Increasing resolution can reveal additional channels and change their paths. Bed Load, Coarse Load and Slope Failure with deposition increase calculation time and memory use. Connected material outputs, masks and color branches also contribute to memory use.
Thermal Erosion¶
Exposed surface rock breaks into loose scree, which moves downhill and accumulates below steep faces. Convex edges weather more readily than sheltered surfaces. The weatherable layer is finite, preserving competent rock underneath. Material cannot move through a higher rock barrier or a fully protected mask boundary.
Iterations controls the number of processing steps and defaults to 12. Higher values increase the effect and calculation time.
Talus is the static rock-failure slope, expressed as rise divided by horizontal distance before display scaling. Its default is 0.6. Weathering controls the depth and breakdown rate of the weatherable layer and defaults to 0.15. Strength controls downhill transfer. Scale controls transport reach and coherent fracture variation; Seed changes the fracture pattern. Existing loose material can creep below the static failure slope, with mobility decreasing as its layer becomes thinner. This produces gradual deposit margins.
The optional sediment input describes loose material already contained in the input height; it does not add terrain height. Connect both height and sediment from Hydraulic Erosion. Set Weathering to 0 to settle those deposits without breaking additional rock. Without supplied sediment, Weathering 0 preserves the terrain. Strength 0 preserves both the terrain and any supplied material. Negative sediment thickness is ignored, and supplied thickness is limited to the available nonnegative terrain height.
debris is the thickness of the remaining loose material, including newly detached rock. It can be connected to another Thermal Erosion node's sediment input together with the matching height. Total terrain volume is conserved. Wear and cumulative deposition maps are not substitutes for a remaining-material map.
Finer input detail can change the result, so inspect deposits again after increasing Preview Resolution. At 4K, Thermal Erosion needs approximately 450 MiB of additional GPU memory, or 512 MiB with supplied sediment. Connected fields, masks and the preview need further memory.
Rock Weathering¶
Rock Weathering recedes exposed convex ridges and rock edges without hydraulic runoff. Concave floors receive no deposited material. Coherent Fracture Variation changes susceptibility within the rock, producing uneven recession instead of a uniform smoothing filter. This is a procedural surface-weathering model, not a complete chemical or geological simulation.
Maximum Depth limits removed height in graph units. Strength scales this limit, and Rock Resistance reduces removal. Iterations defaults to 4 and updates the exposed surface as it recedes without multiplying Maximum Depth. Exposure Scale controls the neighborhood used to identify exposed rock, as a fraction of terrain width. Fracture Frequency changes the size of susceptibility patterns; Seed defaults to 1. Fracture Variation 0 removes this variation.
The optional mask controls local removal. The optional hardness input adds local resistance: 0 adds none, 1 fully protects the rock. wear records removed height, so the resulting terrain is the source minus wear. Removed material leaves the heightfield; this node does not deposit scree or conserve terrain volume. Strength 0, Maximum Depth 0 or Rock Resistance 1 preserves the terrain and clears wear.
Use Rock Weathering before Hydraulic Erosion to expose irregular rock surfaces, or after it to recede existing channel edges. Follow with Thermal Erosion when loose-material redistribution is also wanted. Thermal has its own weatherable layer; it does not consume the Rock Weathering wear output as stored sediment. Inspect at the final resolution because newly resolved source features affect exposure.
Masks and working order¶
Both erosion nodes accept an optional mask. A disconnected mask applies the effect everywhere. Values at or below 0 protect an area, and values at or above 1 apply the full effect. Hydraulic protection is enforced throughout material transfer, including narrow protected regions. Runoff can cross a protected region, but its diagnostic flow is masked there. Thermal transfer does not cross a fully protected boundary.
Start with the shape, then add Hydraulic Erosion for runoff channels. A subsequent Thermal Erosion can soften sharp faces and settle debris, but strong thermal processing also reduces small hydraulic details. Apply Terrace before erosion for weathered shelves, or after erosion for sharper steps.
Higher Iterations increases processing time. Higher Preview Resolution increases generation, erosion, display, and memory costs. Start at 1K while shaping the graph, then inspect at 2K or 4K. Builds have no fixed total time limit; slower hardware can take longer to complete the same graph. Blur uses a pixel radius. Slope Mask and Curvature account for sample spacing, although finer source detail can change their result. Color fields can be generated separately and connected to Terrain Output.
Geological and surface tools¶
Geological forms, construction fields, surface structure, sediment deposition, glacial valleys, cover tools, and additional masks are implemented. See Geological forms and surface tools for their controls and limitations.
Materials and Color¶
Terrain Palette¶
Terrain Palette maps a scalar value through an editable Color Ramp. Connect height and send color to Terrain Output. Preset offers 24 gradients, each with 12 color stops, including vegetation, stone, drylands, cold landscapes, volcanic terrain and stylized colors. Selecting a preset replaces the ramp. Editing a color, stop position or interpolation setting selects Custom. Mapping and color adjustments leave the preset selection unchanged.
Use Blender's ramp editor to add, remove and reposition stops, select RGB, HSV or HSL blending, and choose interpolation or hue direction. Up to 32 stops are supported. Close stops create narrow bands; Constant creates hard boundaries. Ramp edits update the preview automatically when Auto Update is enabled. Each duplicated palette has an independent ramp, and custom ramps are saved in the .blend file.
Expand Mapping to control the placement of the gradient:
| Control | Behavior |
|---|---|
| Color Source | Height uses graph heights before the scene's Height Scale. Slope maps flat surfaces to 0 and near-vertical slopes toward 1, measured in graph space. Map Input uses the connected map field, such as erosion flow, wear, deposition or an analysis mask. Map Input requires that connection. |
| Range Minimum / Range Maximum | Values mapped to the start and end of the ramp. Defaults are 0 and 1. Minimum must be less than maximum; values outside the adjusted range use the ramp's ends. There is no automatic height normalization. |
| Reverse | Reverses the direction of the gradient. |
| Bias | Shifts the bands along the normalized range. Positive values move a given source value toward the ramp's end. |
| Contrast | Expands or compresses the normalized source values around the range midpoint; 1 leaves them unchanged. |
Expand Variation and Color for Variation, Variation Scale, Seed, Hue Shift, Saturation and Exposure. Variation introduces coherent changes in ramp placement; larger Variation Scale produces finer patches. Set Variation to 0 for exact height or mask bands. Hue Shift offsets the hue, Saturation multiplies saturation, and Exposure adjusts brightness in stops. These adjustments do not overwrite the ramp. Seed defaults to 1.
The optional mask controls coverage separately from map. At 1 it keeps the evaluated palette; at 0 it uses the adjusted color at the ramp's starting end, accounting for Reverse. Intermediate values blend between these colors. Ramp alpha is retained in color fields and Material Blend, while terrain previews remain opaque.
Combine palettes through Material Blend when different terrain regions need independent gradients, such as rock faces and vegetation. Connect a slope or erosion mask to the blend to control their coverage.
Terrain ColorMap¶
Terrain ColorMap applies detailed natural color palettes to height, Slope, or a connected map field. Connect its color output to Terrain Output, while keeping terrain height connected separately. Its 30 original presets contain irregular mineral, tonal and fine color variations. Hover over a preset to read a description of its colors. These are procedural palettes, not satellite imagery. Terrain Palette remains the editable Color Ramp tool.
| Control | Behavior |
|---|---|
| Preset | Click the color thumbnail to open the visual palette chooser. Each entry shows a color gradient and its name. Choices include mineral and stone surfaces, desert strata, red clay, tropical canopy, grassland, forest floor, wetlands, coastal sediments, volcanic ash, sulfur, snow and glacial debris. Thumbnails show each full preset at its default detail, before mapping and color adjustments. |
| Samples | Selects 256, 512, 1024 (default), 2048 or 4096 color samples. Higher settings retain finer palette nuances. Lower settings average colors to soften fine variations. This setting changes palette detail independently from the terrain resolution. |
| Palette Detail | Controls the strength of mineral bands and fine tonal variations. At 0 only the broad color structure remains; the default is 1. |
| Jitter | Randomly shifts nearby color samples inside the palette while retaining its broad color structure. It changes the palette itself, so equal input values still receive equal colors when Variation and Noise are 0. Defaults to 0. |
| Palette Start / Palette End | Selects a segment of the palette, initially 0 to 1. Start must be less than End. This selects colors independently of the source value range. |
| Surface Noise > Noise | Adds fine brightness grain to the colorized surface while preserving its hue and opacity. Defaults to 0. It changes color only, without changing terrain geometry. |
| Surface Noise > Noise Scale | Controls grain size. Higher values create finer grain; the default is 512 patches across the terrain. The pattern uses terrain coordinates, including across export tiles. |
Mapping and Variation and Color use the same controls as Terrain Palette. Range Minimum / Range Maximum select the input values to colorize. Reverse reverses the selected palette segment. Variation changes palette placement across the terrain. Seed, initially 1, controls independent patterns for Variation, Jitter and Noise. When all three strengths are 0, Seed has no effect. Noise Scale has no effect at Noise 0. Map Input requires a connected map field. The optional mask blends toward the selected palette segment's starting color, accounting for Reverse. A mask of 0 excludes Noise, and intermediate mask values attenuate it. Color adjustments apply to the grain along with the palette colors.
Use erosion flow, deposition or other terrain masks as map sources for surface variation, and mix separate ColorMap nodes with Material Blend for rock, soil or vegetation regions. A height-only setup produces elevation bands. ColorMap adds color detail without changing terrain geometry. Its preset samples are not individual editable ramp stops; use Terrain Palette when direct stop editing is needed.
Increasing Samples adds approximately 4 to 64 KiB of palette memory. It does not increase the color field's resolution or change the existing 8 bytes per terrain sample used by either color node.
Jitter and Noise do not require additional terrain fields. At high Noise Scale, use sufficient terrain resolution to resolve the grain; a low resolution cannot display every fine patch. Menu thumbnails show the unmodified preset and do not reflect Jitter or Noise.
Material Blend¶
Material Blend requires base_color and detail_color. Mix chooses their balance; 0 returns the base, and 1 returns the detail when no mask is connected. An optional mask multiplies Mix. Edge Breakup makes intermediate transitions irregular without changing regions with blend weight 0 or 1. Seed changes this irregularity. Colors are blended in linear space.
Connect a color field to Terrain Output > color, while keeping a heightfield connected to height. The GPU preview displays this color with terrain lighting; the neutral preview gray does not tint the connected colors. Geometry Preview stores it in the Terrain Color attribute and assigns a preview material; use Material Preview, or Solid shading with Color Type set to Attribute. Disconnecting color restores the neutral gray preview. Scalar and color sockets cannot be mixed.
Palette color fields describe base color. Use Save Texture to export them, or to export scalar masks for material channels such as roughness. Use Save Heightfield for displacement data. These outputs do not create a complete Blender surface shader automatically. Each connected color field needs roughly 128 MiB at 4K, in addition to terrain and preview memory.
Input and export¶
Heightfield Source reads PNG (8-bit or 16-bit), OpenEXR (Y, R, or Z channel), or a square little-endian float32 .f32 field, up to 16384 samples per dimension. PNG heights use grayscale or the red channel, mapped to 0 through 1 without gamma conversion. OpenEXR and raw fields preserve signed heights. Image files have their top edge at +Y; raw fields begin at -Y. Vertical Scale multiplies the samples, then Height Offset adds an offset. Fit selects Contain (empty borders), Fill (cropped edges), or Stretch. The fitting uses bilinear sampling; importing a lower-resolution image cannot add new source detail. Changes to a source file trigger Auto Update.
Connect height to Save Heightfield and set File, Resolution, and Encoding. Choose Export Heightfield to write the file. OpenEXR 32-bit stores the original terrain heights in a Y channel, before the scene's Height Scale. PNG 16-bit maps Minimum Height to black and Maximum Height to white, clipping values outside that range. To reconstruct a PNG height range on import, set Vertical Scale to its range and Height Offset to its minimum.
Bake Terrain Mesh writes a grid with +Z up, normals, and UVs. It uses the scene's Terrain Size and Height Scale. Connect optional color to export vertex colors. Format offers binary PLY or Wavefront OBJ; PLY is smaller and faster for dense meshes. Grid Reduction reduces the number of exported grid faces, while the upstream graph still evaluates at the selected Resolution. At 0, every heightfield sample becomes a vertex; at 1, the mesh has four vertices.
Click the export button to start a background export. Auto Update refreshes the preview only. Overwrite defaults to off. An existing file is replaced only after a successful export with Overwrite enabled. Cancel Export stops a pending or running export. Changes to the branch, source file, or terrain dimensions during an export discard that result; run the export again with the new settings.
Set Resolution on each export node independently. Preview Resolution in the sidebar controls the live preview and does not limit the export resolution.
Native resolution and memory¶
1K, 2K, 4K, 8K, and 16K exports evaluate the entire connected branch at that resolution, including generators, filters, and simulations. 8K and 16K are calculated natively, without enlarging the preview. Finer sampling can reveal additional procedural detail; the graph's settings and source data determine how much detail exists. Pixel-radius controls such as Blur can produce a different result at a different resolution.
Increasing export resolution increases RAM use and calculation time. Complex shapes and repeated erosion can take much longer to export than to preview.
GPU memory use depends on the resolution, connected maps and graph complexity. Leave enough VRAM for Blender and other applications as well as the terrain calculation.
Large exports check available RAM before starting. A demanding 16K graph can require approximately 20 GiB of available RAM. Close other applications or simplify the graph if the job reports insufficient memory.
An unreduced 8K mesh contains about 67 million vertices and quads; its binary PLY file is about 3 GiB. At 16K, the counts rise to about 268 million and the file to about 12 GiB. Importing either mesh into Blender requires substantially more RAM than the file size. Use Grid Reduction when that geometry density is unnecessary. Grid Reduction changes mesh density, while the heightfield and upstream graph retain the selected resolution.
Exports have no fixed total time limit. A failed or cancelled export leaves an existing destination file intact. If the export exceeds the available memory, simplify the graph, close other applications or use a machine with more memory.
Drainage, water and coupled rock failure¶
The Landscape Processes category also contains Drainage Conditioning, Rock Collapse, Surface Wash, Sediment Blanket, River Network and Water Basin. See Drainage, water and material transport for controls, output fields and water-preview workflows.
Color Transport¶
Color Transport carries a connected color field downhill along runoff directions derived from height. Travel Distance is a fraction of terrain width. Steps divides that travel into repeated upstream samples; Strength blends transported and existing color at each step. An optional flow input controls travel speed; a disconnected input calculates runoff. A mask protects color and blocks transport across fully protected boundaries.
Use this after a palette to draw mineral or soil colors along drainage. It transports RGBA color, including alpha, while leaving terrain height unchanged. Interpolation softens fine color detail, especially with many steps. It is a color-advection tool, not a simulation of pigment mass or sediment volume. Strength 0, Travel Distance 0 or an empty connected flow returns the original color.
Save Texture¶
Save Texture exports surface color and scalar data at its selected native resolution. Connect only the fields used by Source:
| Source | Inputs and result |
|---|---|
| Color | color provides RGB and alpha. |
| Scalar Map | height is repeated in RGB; alpha is 1. Any scalar mask or data output can be used. |
| Packed Channels | red is required; green, blue and alpha are optional. Missing green or blue is 0, and missing alpha is 1. |
PNG 8-bit RGBA and PNG 16-bit RGBA clip values to zero through one. OpenEXR 32-bit RGBA preserves scalar floating point values outside this interval. Terrain color inputs already have 16-bit floating point precision; saving them as 32-bit does not recover additional color precision.
Under Color Space, choose Linear / Data for masks, packed material data and normals. sRGB converts RGB from linear values and retains alpha unchanged; use it for display color textures. For a normal texture, connect Surface Analysis > normal_color, use Linear / Data and match Height Ratio to the terrain's vertical scaling.
Set File, Resolution and Encoding, then click Export Texture. Export resolutions range from 1K through 16K and are calculated independently of the preview. Existing files remain protected unless Overwrite is enabled. Use Save Heightfield for single-channel height exports.