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Region Height

region_height

Creates a grayscale height map from RegionMap ids and attributes

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The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
領域
regions
RegionMap
Required
高さに変換する RegionMap です

Output Ports

NameTypeDescription
高さ
height
Image
白黒の高さ画像です
マスク
mask
Image
領域内を白にしたマスクです
プレビュー
preview
Image
Inspector 確認用の高さ画像です
ラベル
labels
Map
Inspector に重ねるIDラベル位置です

Parameters

NameTypeDefaultRangeDescription / Options
方式
mode
Enum
Random

領域ごとの基本高さの決め方です

  • ランダム段差Random
    領域ごとに安定したランダム高さにします
  • ID順IdRamp
    領域ID順に高さを上げます
  • 面積Area
    面積が大きい領域ほど高くします
  • 上下位置CentroidY
    上か下かで高さを変えます
最小高さ
min_height
Float
00–1 / step 0.01

一番低い出力値です

最大高さ
max_height
Float
10–1 / step 0.01

一番高い出力値です

傾斜
slope
Enum
None

領域内に追加する傾斜方向です

  • なしNone
    ピクセル単位の傾斜を加えません
  • 右へ上がるRight
    右へ行くほど高くします
  • 下へ上がるDown
    下へ行くほど高くします
  • 右下へ上がるDiagonalDown
    右下へ行くほど高くします
  • 右上へ上がるDiagonalUp
    右上へ行くほど高くします
傾斜量
slope_amount
Float
0-1–1 / step 0.01

ピクセル単位の傾斜の強さです

段数
levels
Int
00–64

高さを段階化する数です。0ならなめらかな値のままです

シード
seed
Int
10–99999

ランダム高さに使うシードです

ID表示
show_ids
Bool
false

Inspector のプレビュー上に領域IDラベルを表示します

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_fill and height from the same RegionMap. Matching color and relief makes the surfaces more convincing.
  • Use levels to quantize the height into pixel-art steps.

Related nodes

  • region_fill / region_pattern_assign — create color from the same regions
  • quick_shade / height_from_image — height consumer and alternative route
  • surface_set_map — inserts the height into a Surface
  • region_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.

Back to Node List
Region Height — PixPipeline Node Reference