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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.

FormatContentsTypical use
EXR32-bit float: heights in metres; colours RGBABlender, Godot
PNG 1616-bit: heights over the world height range (0–65535); colours RGBAUnreal, Godot
PNG 88-bitColour and splat maps for engines
CSV / JSONPoints: x, y, z (metres), rotation_deg, scale, speciesVegetation 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.

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