New nodes

Instant Terra v1.2 groups a new category of calculation nodes that compute operations on numbers.

Mask nodes

  • Multiply node: The mask composition Multiply node multiplies two input masks. This node has no parameters.
  • Min & max values node: This mask transformation node sets the minimum and maximum values of a mask.

Multi-file (tiled) export nodes

Color management nodes

  • Compute normal map: The Compute normal map node computes the normal map of an input terrain to be able to add surface detail such as bumps, grooves, and scratches to a model that catch the light as if they are represented by real geometry.
  • Export normal map: As the color map created by computing the normal map cannot be visualized directly in Instant Terra, an Export normal map node is used to export and view it as a tiff, png, tga, or bmp file.

Calculation nodes

  • Formula node: The Formula node allows you to create a formula that can be applied to several nodes at the same time. For example, you create a Formula node and define two outputs −Width and Height −and link them to several generators. When you modify the formula, all linked generators use the new sizes. This node can have 0 to 10 input connectors and 1 and 10 output connectors. Both the input and output connector formula results are numbers.
  • Parameter node: The Parameter node defines the minimum and maximum values of the output value, and the number of decimal places for these values. The output value is then set between the minimum and maximum values using a slider.
  • Constant node: The Constant node is a simplified Parameter node. It has one output node that is defined by a value entered in the parameters.
  • The following four nodes provide mathematical operations on numbers and have no parameters. They take the first input value of a Calculation node and apply the operation to the second input value of another Calculation node.
    • Plus node: Adds the first input value to the second input value.
    • Minus node: Subtracts the first input value from the second input value.
    • Multiply node: Multiplies first input value with the second input value.
    • Divide node: Divides the first input value over the second input value.

Rock erosion simulation

The Rock erosion node simulates realistic rock erosion through a series of iterations on the entire terrain that determine the movement of sediment due to gravity. This type of geological process is sometimes referred to as thermal erosion, thermal shock, material slippage, or talus deposition.

New features

  • Half-sphere node connectors: The Half-sphere node has two connectors to drive a parameter using a formula or a mask.
  • Disk node connectors: The Disk node also has two connectors to drive a parameter using a formula or a mask.
  • Using masks to drive parameters: Drive one parameter of an output terrain using a mask to give a variable result over the entire terrain.
  • Grouping nodes: In the Graph editor, you can group nodes to move them together and differentiate parts of a project. You can also create groups within groups.
  • Automatic backup: Instant Terra automatically backs up the current project in the same directory, once the project has been saved. The file has the extension .backup.
  • Import and export to relative directories: When you have saved your project, you can import or export files in the same folder as the project, or in a sub-directory.
  • Hydraulic erosion: This node has new presets including Light, Balanced, Strata weathering, Diffuse weathering, Favor carving, Only carving, and Only fluid simulation.
  • Export the flow map: You can now export the flow map of a hydraulic erosion simulation as a mask.

Edit menu: The Graph contextual menu entries are now also found in the Edit menu.

New tutorial workflow

Getting started tutorial: The Getting started tutorial helps you to become familiar with the Instant Terra interface and to create your first terrain.

Painted mask workflow: The Painted mask workflows helps you get started with painting masks in the Viewport. You can edit the mask as many times as you want and see the results in real time.

Compute and export normal maps: In this workflow, learn how to compute the normal map of an input terrain and export it to be able to add surface detail such as bumps, grooves, and scratches to a model that catch the light as if they are represented by real geometry. As the color map created by computing the normal map cannot be visualized directly in Instant Terra, an Export normal map node is used to export and view it as a tiff, png, tga, or bmp file.

Breaking change

Smooth terrain and Smooth mask nodes: The Neighborhood parameter is now expressed in meters and not in number of vertices in the terrain. If a Smooth terrain node or a Smooth mask node is applied to a terrain or mask with a quad size of 1 meter (default value), there is nothing to do. If the quad size is 0.5, you need to set the Neighborhood parameter to half the value to achieve the same result. If the quad size is 2, you need to set the you need to set the Neighborhood parameter to double the value to achieve the same result, and so on.


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