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Working with the node graph ​

Every LibreTerrain project is a graph of nodes. Each node takes inputs, has settings, and produces outputs. Data flows left to right: change a node and everything after it updates.

Adding and connecting nodes ​

  • Drag a node from the Nodes panel onto the graph, or double-click it.
  • Right-click empty graph space and start typing to search for a node.
  • Drag from an output port to an input port to connect them.
  • Click a node to view it in the viewport and edit its settings on the right.
  • Click empty space to edit the world settings (world size, height range and so on).

Port types ​

Ports are typed, and only compatible ports connect.

TypeWhat it holds
HeightfieldTerrain heights, in metres.
MaskValues from 0 (black) to 1 (white), such as a slope mask or a vegetation density.
Colour mapRGBA colour, made in the Colour tab.
PointsVegetation or debris instances: position, rotation, scale and species.

Caching: only what changed is recomputed ​

Results are cached. After an edit, only that node and the nodes after it are recomputed, and the status bar says how many ("1 node computed, 7 ms"). Put slow nodes such as Hydraulic Erosion late in the chain so that tweaking early shapes stays quick. Or tweak with a low preview resolution.

Resolution independence ​

All sizes are in metres and all randomness comes from each node's seed. The same graph gives the same landscape at a 513² preview and a 16,385² build, and on every machine. Nodes are tested for this: every node is checked for determinism across thread counts and for resolution independence.

Mask ports ​

Settings with a Mask port button can be driven by a mask. Click it and connect a mask to the new green input: black scales the value to 0, white keeps the value you set. For example, drive an erosion node's strength with a height mask so only the mountains erode.

In the node reference, these settings carry a Mask port badge.

Tabs and portals ​

A project has three graphs: Terrain, Vegetation and Colour. To use a Terrain output in another tab, click → Vegetation or → Colour in its settings. It arrives there as a Height Portal or Mask Portal. Work in the Vegetation or Colour tab then never recomputes the Terrain graph.

Undo and redo ​

Ctrl+Z and Ctrl+Shift+Z (or Ctrl+Y) undo and redo every graph, setting and world change.

Stability promise ​

Nodes are frozen from 2026.1. Any later change to an existing node's output comes with a new node version and an automatic migration, so projects saved in 2026.1 open with exactly the same result in every later release.

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