Exporting and building
Marking outputs
Select a node and, under Export in its settings, tick one or more formats. Or press Ctrl+Shift+E for the viewed node.
| Format | Contents | Typical use |
|---|---|---|
| EXR | 32-bit float: heights in metres; colours RGBA | Blender, Godot |
| PNG 16 | 16-bit: heights over the world height range (0–65535); colours RGBA | Unreal, Godot |
| PNG 8 | 8-bit | Colour and splat maps for engines |
| CSV / JSON | Points: x, y, z (metres), rotation_deg, scale, species | Vegetation instancing |
Building
The Build tab lists every marked output. Set the build resolution (samples per side) and output folder, then press Build (Ctrl+B). LibreTerrain writes every output at that resolution, with one build.json describing them all. Cancel stops a build and writes nothing.
Unreal sizes
The resolution list includes sizes that match Unreal's landscape component sizes, such as 1009, 2017, 4033 and 8129.
Compute on the GPU makes builds faster. Results match the CPU within 0.01% of the value range.
Large builds
Builds over a certain size are computed in tiles, up to 65,537². Under Large builds you can set the compute tile size and choose Write images as tiles: one file per tile instead of one per image, for example for Unreal World Partition. The File names pattern uses {name}, {x} and {y}.
Exporting a single node
File → Export Viewed Node (Ctrl+E) exports just the node you're looking at.
build.json
The manifest records every file, which node and port it came from, its format and encoding, and the world size and height range. The import helpers read it to bring everything in at the right scale. Keep it next to the image files. Files are resolved relative to it.
