Spilt your export files into several small files.
Compute and export the normal map of an input terrain.
Are your input data split into several files? Import several input bitmap files at the same time to build a single terrain using a formula to determine the name of each file.
Disable a node in a graph to make it easier to test with and without a node.
Import images, heightmaps, and DEM files. Import them one by one or up to four at a time from a RGBA file, or even a whole set of files that will automatically compose your terrain or mask.
Choose between different formats (tiff, png, raw, tga, bmp, or OpenExr), export a mesh (fbx 2014 or fbx 2016). You can also export your masks and color maps.
Create node groups and sub-groups to differentiate parts of a project.
Use and mix terrains of different sizes together and use a mask to drive the composition.
Modify a terrain's size, min and max heights, smoothness, scale, and offset. Use curves to change the terrain profile, and even transform a terrain before it is inserted into a second terrain.
Create your terrain from scratch using the Perlin noise, Billowy noise, Ridged noise, a geometric shape, or the profile curve and then specify the size and resolution of your terrain.
Sum, subtract, or take an average of two terrains, use their min or max values, and create a linear or full composition. Add a mask or apply an alpha blend.
View the terrain as a mask and see the potential of your terrain. This is only a display option; the terrain is not modified.
Use calculation nodes to compute operations on numbers.
Compute and export the hydraulic erosion simulation flow map as a mask.
Create an effect by adjusting a mask's size, smoothness, scale, and offset. Invert it or reduce it. Use curves to change the mask profile or transform it before inserting it into a second mask.
Blend terrains and other effects together. Create masks from heights and slopes, circular and pyramid masks, angles and curves, and paint masks in the 3D view.
Blend two masks and sum, subtract, take an average of them, create a linear or full composition, or calculate the minimum and maximum between two masks.
Play with the terrain examples: an island generation project, a project that uses a Full Composition using mask node to create the final terrain, and an Arizona-style terrain project.