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.
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.
