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Node reference ​

LibreTerrain has 60 nodes. Every page here is generated from the application's own node definitions, so names, defaults, ranges and descriptions match the app exactly. In the app, hover over any setting to see the same description.

All sizes are in metres and all randomness comes from a seed, so a node looks the same at every resolution and on every machine.

Primitives

Basic shapes, hand-drawn polygons and imported heightmaps to start from.

Noise

Procedural noise: the raw material for natural-looking detail.

Terrain

Hand-built landforms, shaped by noise, meant to be combined and then eroded.

Adjust

Filters that reshape a heightfield: levels, curves, terraces, blur, warps and more.

Combine

Merge two heightfields, optionally through a mask.

Data

Masks measured from the terrain, used to drive colour, vegetation and blending.

AspectWhite on slopes facing the chosen direction (e.g. sunny or shaded sides), black on slopes facing away. Flat ground is black.CurvatureFinds ridges and peaks (convex) or valleys and hollows (concave), by comparing each point with the average height within Radius (a topographic position index, not surface curvature).DistanceA glow around the white areas of a mask: white at the shapes, fading to black at Distance away. Inside mode measures inwards from the edges instead.FlowWhere rain would run: Flow is bright along streams and rivers (the area draining through each point, on a log scale), Direction is the way water flows (0..1 = 0..360°, 0° = +X), and Basins gives each drainage basin its own value. Pits fill until they spill; water leaves at the world's edges.Height MaskWhite where the terrain is between Low and High, fading to black over Falloff.OcclusionAn approximation of how open the sky is: white on ridges and open ground, dark in hollows, creases and valley floors, by how far each point lies below its surroundings (not a traced sky view). Radius sets the size of the features that shade; small radii give a cavity map.Rock HardnessAlternating soft and hard horizontal beds. Connect to an erosion node's Rock hardness input.Select RangeWhite where the input mask is between Low and High, fading to black over Falloff.SlopeWhite where the ground is as steep as Min to Max degrees (0° = flat, 90° = vertical).WetnessHow damp the ground is, for placing vegetation: white where water collects (large drained area on gentle ground) and near water. Water is the Water mask if connected (e.g. a River, Lakes or Sea mask), plus streams. Water distance is black at the water, white Reach metres away.

Simulate

Erosion and hydrology: the nodes that make terrain look like it has weathered.

Colour

Colour maps, built in the Colour tab.

Output

Engine-ready textures: splat maps, packed masks and normal maps.

Vegetation

Plant and debris populations, exported as density masks and point data.

Portal

Bring Terrain-tab outputs into the Vegetation and Colour tabs.

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