The Gamma node applies gamma adjustment to the heightfield (or mask) values. It behaves like gamma in an image editor: it remaps midtones more than extreme blacks/whites, changing perceived contrast without being a simple linear gain.
Gamma is most useful when you want to bias a terrain or mask toward lighter or darker mid-values without crushing lows/highs as aggressively as a Levels-style operation.
The Gamma node applies gamma adjustment to the heightfield (or mask) values. It behaves like gamma in an image editor: it remaps midtones more than extreme blacks/whites, changing perceived contrast without being a simple linear gain.
Gamma is most useful when you want to bias a terrain or mask toward lighter or darker mid-values without crushing lows/highs as aggressively as a Levels-style operation.
Practical Usage Tips
- Think "mid-value bias" not "contrast". For min/max shaping, normalize first (Levels/Remap), then use Gamma to bend the curve.
- Make small moves. Values like 0.85 / 0.95 / 1.05 / 1.15 are often enough.
- Use on masks deliberately. Gamma is a fast way to tune erosion/flow/snow/vegetation masks without reauthoring them.
- Preview masks solo. A subtle change on terrain preview can be dramatic when used as a selector downstream.
Gamma and Color Textures
Gamma mistakes are a common cause of "washed out", "too dark", or "mushy mask" results. The key is distinguishing color textures from data textures.
Color vs Data
Color (usually sRGB / gamma-encoded):
- Albedo/BaseColor/Diffuse
Data (must remain linear):
- Roughness/Metalness/AO
- Normal maps
- Height/Displacement
- Masks/weightmaps/splatmaps
Rule of thumb: if it represents visible color, it’s usually sRGB. If it represents numbers, it should be linear.
Import Tips
- Import color textures as sRGB. If treated as linear, they’ll usually appear too dark and respond oddly to edits.
- Import masks/data textures as linear. If sRGB/gamma decoding is applied, your masks will get "soft" and thresholds won’t match what you expect.
- If a mask behaves unexpectedly, verify it hasn’t been gamma-treated by the file format/exporter (common with image tools that assume sRGB).
Export Tips
- Export color textures as sRGB unless your target explicitly expects linear color.
- Export data textures as linear, and in the target tool/engine ensure they are imported as linear (often "sRGB off").
- Avoid "fixing" pipeline mismatches by baking gamma into maps unless you control the entire pipeline; it’s easy to double-apply later.
Common Symptoms
- Washed out color: gamma applied twice (double sRGB).
- Too dark color: missing sRGB decode (treated as linear).
- Weak/muddy masks: mask imported/exported as sRGB instead of linear.
Properties
| Gamma | |
| Gamma | The Gamma range is 0.0 to 2.5, with 1.0 being neutral or the original incoming gamma. < 1.0 lifts mid-values (brighter), expands lighter detail, broadens features. > 1.0 darkens mid-values, compresses lighter detail, tightens features. |
| Automatic | Tries to automatically set the correct gamma based on existing value. |