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Colour ​

The Colour tab has its own graph for colouring the terrain and producing textures for engines. Bring heights and masks in from the Terrain tab with the → Colour button on a node; they arrive as portals.

Making colour ​

  • Colourise runs a mask or height through a gradient. It has built-in presets (Terrain, Grass, Rock, Sand, Snow, Desert, Water depth) or a custom gradient. Use it on Slope, Aspect or Height Mask for colour by angle, facing or altitude.
  • Colour Image imports satellite or aerial imagery (PNG, JPEG or EXR), stretched over the whole world.

Combining colour ​

  • Colour Layers is quick material layering: up to four layers painted over a base, each through its own mask.
  • Blend Colours puts one colour over another through a mask, with a blend mode and opacity.

Textures for engines ​

NodeOutput
Splat MapUp to 8 material masks turned into weights that add up to 1, packed into RGBA (layers 1–4 and 5–8), and each weight on its own.
Pack Masks (RGBA)Up to four masks packed into one image's channels, values unchanged. Export as PNG 8.
Normal MapA normal map, in OpenGL (Godot, Blender, Unity) or DirectX (Unreal) convention.

TIP

Export colour, splat and packed maps as PNG 8, the format engines expect for textures.

Code dual-licensed MIT / Apache-2.0. "LibreTerrain" and its logo belong to EllisonDigital.