Any node marked for export shows up in the Build Manager list. You can also add other nodes directly using the Add Node button.
Each node will expose its savable filename, the format in which it will export, and the different outputs it exposes.
This is the path where the built output will be saved. By default, it is saved in a version-controlled path in the Builds repository. You can always enter a normal path directly, or pick from presets in the dropdown.
For additional information see Organizing Builds below.
The output resolution of the build. Higher resolutions give you better detail at the cost of longer processing times.
16k and 32k builds are experimental at this stage and will be optimized over the next several builds.
This dropdown allows you to choose the format in which your output is saved. You can also select per-node file formats in the node list. If you change the selection here, all nodes will default to the selection made here.
Mesh Formats are not available globally and must be chosen per node.
For details on the individual formats available, see Export File Formats.
|Raw||Terrain retains natural scale between 0..1 and ignores artifical scaling created by the proportions in the Terrain Definition. This may require you to scale the height of the terrain in your target application if it does not understand natural scaling.|
|Proportional||Terrain is scaled to the proportions in the Terrain Definition. This is useful for mesh exports or heightfields where scale should be handled automatically. In some cases, this method may show banding.|
|Normalized||Terrain is forced to use the full range between 0..1 providing greater scalability. However, this will require manual scaling in your target application.|
|Custom||Terrain data is mapped to a specific scale you specify. Data is not normalized to this range, but proportionally scaled to fit within that range.|
Custom Range only applies to heightfields and masks. Color data will be forced to standard range.
Tiled output is experimental at this stage. It will be stabilized in future updates.
This option is for builds that need to be taken to Unreal Engine, Unity, or other applications where standard resolutions don't work. It is turned off by default. Unreal Engine requires particular dimensions for ingesting terrains. To meet their requirements, Gaea will build the terrain at its own fixed resolutions and then faithfully downsample to the desired resolution.
Pick the nearest Gaea resolution in the main Resolution dropdown, then select the target resolution in the Resample dropdown.
You can choose to save color maps in RGB, sRGB, or scRGB color spaces. Does not apply to grayscale heightfields or masks.
Mutations Gaea provides a mutation facility during build to create multiple variations of the same terrain. You can select up to 99 mutations. This will run the build once per each mutation where seeds of all nodes are randomized. This gives you a unique terrain in every mutation while still following the core recipe of your graph.
Each mutation’s .tor file is stored with the output, so you can manually tweak a specific mutation if desired.
|Save a copy of this .TOR file||Saves a copy of the current .TOR or .TORX file in the build folder.|
|Close Gaea UI||The Gaea interface - especially when using high resolution previews - can consume enough RAM to cause an impact on high resolution builds. To conserve memory, you can check this option to close Gaea when the build starts.|
|Open folder after build||Check this option to open the build destination folder when the build completes.|
|Generate Build Log||Generate a machine- and human-readable build log in .txt format at the build location.|
|Beep when done||Checking this option will sound a beep when the build is complete.|
Version Control and Organization
The Location field in the Build Manager provides two built-in options for storing your builds.
The first option is the central build repository, which is stored in
Documents\Gaea\Builds\[Filename] by default, but can be changed to any location — even to a local network or an online shared folder with OneDrive, Dropbox, GDrive, etc. This can be useful in team situations.
The second option is to have it stored alongside the file in a Builds folder. So if your file is called MyTerrain.tor, a folder called MyTerrain_Builds will be placed next to it.
In both cases, inside the Builds folder, a subfolder with the build timestamp is created. The build output files, a build.info file, and the .tor copy are stored inside this subfolder.
These are not the only options. You can explicitly specify a location instead of choosing a template, or you can create your own combinations using an absolute path and variables such as:
[FileLocation]Location of the currently open file.
[Builds]Central build repository.
[Filename]Name of the current file without extension.
[Resolution]Current resolution (eg. 8192).
[Timestamp]Sortable timestamp in
[Username]Your local network identity.
[Machine]Your local network machine name.
[Date]Current date in
[Time]Current time in
[+++]Increments a 3-digit number when an existing path exists.
So you could create your own path template; such as:
which would create:
Or something more specific; such as:
which would create:
If you encounter trouble writing to network shares, we recommend hosting the share as a drive instead.
Version Controlling Terrains
Gaea's Build Manager and Build Stack give you low level version control without additional overhead.
The "Save copy of .TOR" option is useful when you want to manage different versions of your actual project file. When turned ON, every time your build finishes, a copy of the .tor file in the exact state of that particular build is stored alongside the build output. You can easily go back to any older build state for your file, and save it as new file.
You can also map the folder to almost any modern version control system (Git, Mercurial, Visual Studio Team Services, etc.), or share on a network folder with your team.
For advanced use, see Build Swarm.