The documentation is being updated. There may be incomplete sections.

Post Process Stack

The Post Process options sit right under the Properties and provide quick access to common functions. Using the Post Process Stack allows you to skip having to create common adjustment nodes, which reduces the clutter in your graph and increases efficiency.

Post processing options offer other choices. These are individual options which you can turn ON/OFF per your requirements. Turning ON a particular option, e.g. Bias-Gain, will show the sliders Bias and Gain. Not all effects are shown in the quick access toolbar. To access all the other effects, you can use the ... menu next to the toolbar.

AutolevelAutomatically levels the terrain where the heights are proportionately distributed between the highest and lowest. See AutoLevel.
EqualizeEqualizes the terrain where the heights are linearly distributed between the highest and lowest. See AutoLevel.
LogApplies logarithmic scaling that bulks up the terrain. See AutoLevel.
InvertInverts the terrain.
Bias-GainBias-Gain, or more commonly seen in image editing as Brightness-Contrast, is a basic adjustment used to control a terrain's height and shape. See BiasGain.
ClampThe terrain is proportionally reduced in height. See Clamp.
ClipThe terrain is clipped beyond the extents provided. See Clamp.
DisplaceDistort the terrain using built-in noise. See Displace.
ShaperBulk up or bulk down the output. See Shaper.
MaxSelects the higher of the two inputs. See Combine.
MinSelects the lower of the two inputs. See Combine.
DiffCreates the difference of the two inputs. See Combine.
InfluenceBlend between the original/unprocessed and processed versions. See Combine.

The Influence slider is a very simple yet powerful tool for layering effects. It blends the output back with the input, allowing you to manage the influence of the current node.

// TODO: Image

Here is an example: a heavily-eroded terrain goes through Recurve, where the Influence is set to 0.5. This yields a more realistic looking output of Recurve, while still being able to use strong values in Recurve to create long striations.