Gaea Documentation

Gaea Documentation

Node Reference


Gamma

Colorize › Adjust
Shortcode ga
Gamma applies Gamma adjustment to the heightfield, working exactly like Gamma in an image processing program.

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
GammaThe 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.
AutomaticTries to automatically set the correct gamma based on existing value.

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Documentation is provided under the MIT License.