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Gaea Documentation
The documentation is being updated for version 1.3. Some sections may be incomplete.

CLUTer lets you create color gradients which can be mapped to texture masks for creating color maps.

Coloration in Gaea is based on CLUTs, or color lookup tables. As 2D heightfields are essentially a grid of numbers ranging from 0.0 (lowest) to 1.0 (highest), CLUTs are represented as gradients which are mapped to those heights.

The lowest part of a gradient corresponds to the lowest part of the terrain. The highest part of a gradient corresponds to the highest part of the terrain. Everything in between is evenly distributed.

The CLUTer nodes let you take any grayscale input (such as Curvature, Slope, SurfTex, Flow) and map it onto a gradient.

Gradient Editor

Click anywhere in the gradient to create a new stop. Drag the stop to position it. Select the stop and press DEL to delete the stop.

CLUTer

You can use Input Clarity instead of interjecting an Autolevels node to the graph.

In this example, a Flow is mapped by CLUTer to create basic texture map.

CLUTer

Properties

Pre-Process

Input NoiseIntroduces noise to the incoming grayscale map.
Input ClarityApplies localized contrast enhancements to the incoming map.
Input Auto LevelApplies an autolevels filter to the incoming map.
ReverseReverses the mapping of the gradient.
Sample DensityThe number of samples to use for interpolation between colors. Higher values give smoother gradients (within reason).
256 (Fast) 256 samples 512 (Slower) 512 samples 1024 (Very Slow) 1024 samples 2048 (Overkill) 2048 samples

Post-Process

Color NoiseIntroduces minor color distortions to the map.
Output ClarityApplies localized contrast enhancements to the output texture.
Output Auto LevelApplies an autolevels filter to the output texture.
Velocity ColorFX




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This documentation is licensed under the MIT License, a very permissive open-source license.