



The Rocky library maps are closely focused on a range of red, blonde, and dull brown rocks, while the Green library adds a more realistic variety of dull greens that still provide a good level of randomness. SatMaps gets nearly 200 new maps in the Rocky and Green libraries. It can be File node with "Treat as RGB" turned on, or you can even give it a SatMap! This makes any SatMap editable. The new workflow removes the file selection completely and uses the second port for providing a color input. The file would not be preserved beyond the momentary session, and the overall workflow was clunky. Previously, Synth would require you to load a file in the editor to extract a gradient. Synth has received a long-overdue makeover. You can use this powerful node to alter shapes dramatically and create indentations, outcrops, and directional slope modifications. Don't let the "blur" in the name fool you into thinking this is only for smoothing. It is one of our deceptively simple nodes that can create a wide array of shapes. SlopeBlur is a versatile, low-level node that adds directional blurring based on the slopes of a Guide terrain or mask. There are several sub-styles and options. The new Lateral mode in the Stratify node creates natural, wide, and more interesting stratification compared to the previous mode (now renamed "Localized (Classic)". Several nodes that we could not get into Gaea 1.3.0 because of time constraints are now making their way into 1.3.1. The new Tiled Input node works like the File node but accepts tile sets. Shared edges will apply to Split builds as well as Tiled builds. This will be even more useful in the next build when we will add mesh export for tiles. Tiles can now have shared/overlapping edge pixels. You must build to the same path, not a new path or the cache will not function. To do this, you must first have a full build with the "Preserve Tile Cache" option checked. When you use the "Preserve Tile Cache" option, you can then re-run builds and rebuild only the selected tiles. Or in other words, a precision of 0.23cm/px. We now support 8K tiles, and the maximum has been expanded to 256 x 256 tiles giving you 2 million x 2 million pixels in a single terrain. We're working hard to make tiles fully production-ready in the final release of 1.3.1.
