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
| Node | Output |
|---|---|
| Splat Map | Up 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 Map | A 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.
