Overview
Creates a height map (grayscale image) from a RegionMap. Treating each region as a stepped surface, it generates region-based relief for rocky ground, terrain elevation, and lighting. It bridges the Region workflow to height and lighting workflows.
It derives the grayscale height image from RegionMap IDs, areas, positions, and random values. Use it for rocky steps, terrain elevation, and preparing height maps for isometric rendering.
Usage tips
- The go-to rocky-surface chain is
region_voronoi → region_height (random steps + slight slope) → lighting, such as Quick Shade or a Surface height input. Per-face steps create the depth. - Create both color with
region_filland height from the same RegionMap. Matching color and relief makes the surfaces more convincing. - Use
levelsto quantize the height into pixel-art steps.
Related nodes
region_fill/region_pattern_assign— create color from the same regionsquick_shade/height_from_image— height consumer and alternative routesurface_set_map— inserts the height into a Surfaceregion_distance— shades by boundary distance instead of per region
Key parameters
| ID | Contents |
|---|---|
mode |
Base height per region: random steps, ID order, area, or vertical position |
min_height / max_height |
Output height range |
slope |
Pixel-level slope direction added within each region |
slope_amount |
Slope strength |
levels |
Number of height levels; 0 keeps smooth values |
seed |
Seed for random steps |
show_ids |
Display ID labels in the Inspector preview |
Use no slope when each region should have one uniform height. Add a slope to give direction to the faces of rock or terrain.
How to use
height is a regular grayscale Image. Pass it downstream as an isometric height
map, shading input, stepped-relief map, or terrain-tone map. When a process must
preserve region IDs, branch directly from the upstream RegionMap rather than using
this image.
Use random-step mode for varied rocks and terrain, ID order for progressively
changing height by ID, and area for distinguishing large and small faces. Set
levels for stair-stepped pixel-art height.
The mask output is an auxiliary mask for applying downstream effects only inside
regions.