Terrain and generation reference
Every control that shapes the heightmap: brushes, stamps, coastlines, sea level, the Generate modal, the whole-world passes, models and their ground sample distances.
This page lists every control that changes elevation, with its default and its range. Colour controls live in Colour and climate reference; this page stops at the point where the heightmap is final. For the workflow around these controls, read Painting terrain and Enhancing terrain.
How to read this page#
Each table gives the control's label as it appears on screen, its default, the range the slider or field offers, and what it does. Every spatial figure is ground distance unless it says pixels.
Physical scale#
Scale is set once, in the setup wizard, and everything downstream is measured against it. Changing it later means rebuilding the world.
| Control | Default | Range | What it does |
|---|---|---|---|
| Map width (km) (flat map) | 200 km | 1 to 100 000 km | Ground width of the map. Locked once a heightmap draft exists. |
| Planet radius (km) (whole world) | 6371 km | 1 to 15 915 km | The planet's size, which sets the scale every region inherits. The upper limit keeps the equator under 100 000 km around. |
| Height at white (m) | 4000 m | 1 to 100 000 m | Land elevation that pure white in your imported heightmap stands for. |
A blank globe starts as a 4096 x 2048 ocean planet with no continents.
Section geometry#
A region cut off the globe has its own pixel size. These are set in the region composer's Advanced controls.
| Control | Default | Range | What it does |
|---|---|---|---|
| Output long side | 2048 px | 32 to 8192 px | Pixel size of the longest edge of the new region. |
| Overlap policy | Allow overlap | Allow / Reject | Whether a selection that overlaps an existing region is refused. A rejection can be retried in place with Allow overlap. |
Each region keeps the aspect of what you drew and carries a margin of extra terrain around it, so edits at the edge have context. The stored region therefore covers more ground than your selection: about 20 % more on a region, and about 45 % more on a globe-colour tile. The Regions list and the section footer both quote the area you selected.
Hard limits: a region may not exceed 8192 px on an edge or 32 megapixels in total, and a selection whose farthest corner sits more than 100 degrees from its centre is refused, because it cannot be flattened into one section.
Sea level#
Sea level is 0 m. Land is positive, ocean is negative, and each section records how the brightness of its heightmap maps to metres above and below that line.
The Sea level slider#
At the top of the Height brush group in Draw mode.
| Control | Default | Range | What it does |
|---|---|---|---|
| Sea level | 0.50 | 0 to 1, step 0.01 | Moves the waterline through the section's height range. 0.50 is the current sea level, and the preview updates live as you drag. Applying it shifts the section so the new waterline becomes 0 m. |
At 0 or 1 the panel warns that either end of the slider can leave an all-land or all-sea map with no usable coastline. Once a section has been through Generate, it also warns that moving sea level reclassifies land and ocean the model authored. Set sea level before you generate.
Sea level at import#
Set once, in the wizard's Sea & terrain step.
| Control | Default | Range | What it does |
|---|---|---|---|
| Waterline | Dayside's proposal from your map, otherwise 0.5 | 0 to 1, step 0.005 | Brightness counted as sea level. 0 means black is sea level. |
| Deepest point (m) / Deepest point override (m) | 6000 m on an attached depth map, otherwise inferred | 1 to 100 000 m | Metres the darkest ocean value stands for. This is separate from the coastline tools' Ocean floor below. |
| Ocean depth source | No depth in my maps | No depth in my maps, My heightmap has depth, Separate depth map | Where the sea floor comes from: built by Dayside, read from the heightmap's own shades below the waterline, or attached as a separate depth map. |
| Synthetic sea floor | Auto | Auto, Always synthesize a sea floor, Off | Whether a shelf, slope and abyss are built under a heightmap that carries no depth. Only shown for No depth in my maps. |
Above the waterline, brightness rises to Height at white; below it, brightness falls to the deepest point, and the two meet exactly at the waterline. A heightmap that runs land and sea floor as one continuous ramp implies a deepest point from where the waterline sits, and that is the inferred figure the panel shows. An EXR or DEM whose values are already metres is read as metres directly. The waterline can also be read off a land mask or a Köppen climate map of the same size. See Setting up a world.
Leave the synthetic sea floor on unless your map really carries depth. The terrain model reads a flat ocean as low coastal land and invents relief there; a real shelf and slope anchor the coastline.
Sea level during Generate#
Generate always treats 0 m as sea level when it splits land from sea. The model authors detail; your input owns sea level.
The height brush#
Four brush modes share one group. Set height is the continuous brush; Stamp, Landmass and Coast are placement tools and are covered further down.
Size#
| Control | Default | Range | What it does |
|---|---|---|---|
| Size | 3 % of the section's short ground edge | from the larger of 50 m and 0.2 % of the section, to the smaller of 500 km and half the section | Brush radius in ground metres, on a logarithmic track. The readout is the diameter. |
The bounds are per section, so the slider always spans something useful. The size is shared with the Biome brush. A section that records no ground scale sizes the brush in pixels instead and says so in the panel; its physical size then differs between sections.
Strength, flow and edge#
The pair of sliders under Size swaps depending on whether the mode is relative or absolute.
| Control | Default | Range | What it does |
|---|---|---|---|
| Strength (Relative only) | 250 m | 10 to 2000 m, step 10 | Metres added or removed per stroke pass, or per second while you hold the brush still. |
| Flow (absolute modes) | 1.00 | 0.05 to 1, step 0.05 | How far each dab moves the surface toward the target height. 1 gets there in one dab. |
| Falloff (Relative only) | 0.50 | 0 to 1, step 0.05 | Shape of the dab's edge. Higher is a sharper shoulder. |
| Edge hardness (absolute modes) | 1.00 | 0 to 1, step 0.05 | How much of the brush stays flat-topped. The readout adds · hard at 0.95 and above. |
| Lower (carve) (Relative only) | off (raise) | on / off | Flips the stroke from raise to carve. |
Set-height modes#
| Mode | What it does |
|---|---|
| Relative | Adds or subtracts around the current surface. |
| Set | Writes exactly the target height. |
| Raise to | Only lifts ground that sits below the target. |
| Lower to | Only drops ground that sits above the target. |
| Control | Default | Range | What it does |
|---|---|---|---|
| Target height | 0 m | the section's own span, widened to at least -6000 to +9000 m | The elevation the absolute modes write toward. Step 100 m. |
| Snap to levels | off | on / off | Snaps the target, and any eyedropper sample, to the nearest saved level. |
The widened floor and ceiling (abyssal plain and above Everest) mean you can always paint outside the section's current range. When the target sits outside that range the panel warns that Apply changes will widen the span, and that the smallest height step the section can store grows with it.
The level palette#
Saved elevations that Deterrace later reads as its band centres. Add the current target with + Add current (n m); each saved level is a chip you can click to reuse or remove. [ and ] step the target through the palette in every mode except Relative. Alt-clicking the canvas samples the height under the cursor into the target.
Landform stamps#
One click places one landform. Dragging does not build it up. Each tile carries its own measured ground size and relief, so placing one at 1x puts a real range down at the size that range actually is.
| Control | Default | Range | What it does |
|---|---|---|---|
| Scale (no jitter) | 1x | 0.1x to 10x, logarithmic | Multiplier on the tile's true ground size. The note under it reports the resulting span, and adds · true size within 2 % of 1x. |
| Scale (jitter on) | 0.65x to 1.5x | same track | The band each placement picks from. |
| Rotation (no jitter) | 0 degrees | -180 to +180 degrees | Heading of the placement. |
| Rotation (jitter on) | -180 to +180 degrees | same | The band each placement picks from. |
| Opacity | 1.00 | 0.05 to 1, step 0.05 | How strongly the stamp writes into the surface. |
| Blend | Normal | Normal / Add / Max / Min | Max and Min keep the higher or lower of stamp and terrain, which is usually what you want for heights. |
| Keep out of open water | on | on / off | Stops Add and Max growing land where the sea already is. |
Jitter#
| Control | Default | What it does |
|---|---|---|
| Jitter, vary each stamp | off | Turns the Scale and Rotation sliders into ranges. |
| Vary example | on | Each click drops a random landform from the open category. |
| Mirror flips | on | Allows horizontal and vertical mirroring per placement. |
Categories are the stamp library's own landform classes: 1 Fold, 2 Block, 3 Rift, 4 Plateau, 5 Hills, 6 Volcanic, 7 Canyon, 8 Dunes, 9 Range, 10 Region. One is open at a time. The panel refuses to size a stamp on a section with no ground scale, and warns when the placement is wider than the section.
Landmass shapes#
A landmass placement writes no heights. It marks an area as land or sea, and Dayside turns the whole batch into terrain with a real continental margin when you apply. There is no cap on how many placements go into one coastline, which is what the panel means by PLACE AS MANY AS YOU LIKE.
| Control | Default | Range | What it does |
|---|---|---|---|
| Placing | Add land | Add land / Remove land | Remove land erases with the same outlines, which is how a bay, a strait or a lagoon gets a real coastline instead of a circle. |
| Scale (no jitter) | 1x | 0.2x to 200x, logarithmic | Multiplier on the outline's measured true size. |
| Scale (jitter on) | 0.75x to 1.35x | same track | The band each placement picks from. |
| Rotation | 0 degrees | -180 to +180 degrees | Heading. With jitter on this becomes a -180 to +180 degree range. |
| Jitter, vary each placement | off | on / off | As for stamps, with Vary example and Mirror flips on by default. |
Shapes are grouped by real size class: 1 Skerry (under 3 km across), 2 Islet (3 to 8 km), 3 Isle (8 to 20 km), 4 Island (20 to 50 km), 5 Large island (over 50 km). Above 5x the panel states plainly that the outline is no longer that island, it is that island's outline used as a continental silhouette. The shape stays plausible because coastlines look alike at every scale; the size is yours.
Coastline detail#
Shared with the Coast lasso: one set of settings, one continental margin per section.
| Control | Default | Range | What it does |
|---|---|---|---|
| Reshape strength | 0.80 | 0 to 1, step 0.05 | How far Dayside departs from the outline you placed. Reads Faithful below 0.4, Balanced to 0.7, Bold above. |
| Roughness | 2.0 | 0 to 3, step 0.1 | Amplitude of the added coast detail. Rugged over relief, calm over flats. |
| Island density | 10 | 0 to 30, step 1 | How many offshore islets grow along the coast. |
The outline you place is smooth at its new size, so these controls add real coast detail back at the right physical scale.
Sea floor#
| Control | Default | Range | What it does |
|---|---|---|---|
| Shelf depth | 130 m | 20 to 400 m | Depth of the continental shelf outside the new coast. |
| Shelf width | 60 km | 5 to 200 km | How far the shelf runs before the slope begins. |
| Ocean floor | 6000 m | 1000 to 11 000 m, step 250 | Abyssal-plain depth the slope descends to. |
Behind each new shore Dayside lays a coastal plain about 15 km wide, and the slope from shelf to ocean floor runs about 85 km. The same placements with the same settings always give the same coast.
The coast lasso#
Trace a loop and the coast inside it is redrawn. Nothing outside the loop changes, the preview is live, and Revert is available after you apply. The lasso previews from the applied terrain, so it refuses to run while you have unapplied strokes.
Coastline shape#
| Control | Default | Range | What it does |
|---|---|---|---|
| Reshape strength | 0.80 | 0 to 1, step 0.05 | Faithful keeps your painted waterline; Bold grows rias, bays and islets from it. |
| Roughness | 2.0 | 0 to 3, step 0.1 | Amplitude of the added detail. |
| Detail octaves | 4 | 1 to 8, step 1 | How many scales of coast detail are added, from broad headlands down to small coves. |
| Bay density | 6 | 0 to 30, step 1 | How many bays are cut into the traced coast. |
| Island density | 10 | 0 to 30, step 1 | How many offshore islets are grown. |
Sea floor#
| Control | Default | Range | What it does |
|---|---|---|---|
| Shelf depth | 130 m | 20 to 400 m | As above. |
| Shelf width | 60 km | 5 to 200 km | As above. |
| Ocean floor | 6000 m | 1000 to 11 000 m | As above. |
| Blend radius | 145 km | 20 to 300 km, step 5 | How far offshore the new margin blends into the existing sea floor. |
| Keep out of open water | on | on / off | Whether the apply builds a real continental margin under the new coast. |
The lasso smooths your traced outline less than a landmass apply does, so more of the shape you drew survives, and it builds a continental margin by default.
Deterrace#
Melts the steps of a contour-style heightmap into ramps while every pixel stays inside the elevation band it was drawn in. Land only: the sea floor is untouched.
| Control | Default | Range | What it does |
|---|---|---|---|
| Radius | 2.0 px | 0.5 to 8 px | Smoothing radius in pixels of this section. The panel converts it to metres for you. |
| Iterations | 300 | 20 to 1000 | How many smoothing passes run. More passes give longer, gentler ramps. |
| Stop once further passes can no longer change the result | checked | on / off | Ends the run early once a pass moves nothing by more than a tenth of a metre. |
| Level table | detected from the section | at least one level, each higher than the last | One elevation per level. Each level's band runs up to the next level. Rows are editable and removable. |
| Max height | one contour step above the top level, or the highest land seen | at or above the top level | The upper bound of the top level's band. Equal to the top level keeps the summit flat. |
The modal scores the section first and reports what share of land sits on a detected level. A low score discourages the run, it never blocks it. Running Deterrace undoes a refined coastline, so refine the coast afterwards rather than before.
Terrain models#
The model sets the scale. Each one works on a grid of coarse cells of a fixed ground size and draws the detail inside each cell, so the cell size decides the size of everything the model invents. Picking the wrong one gives you correct-looking terrain at the wrong scale.
| Model | Coarse cell | Native ground resolution |
|---|---|---|
| 90 m | 23.0 km | 90 m/px, continental |
| 30 m | 7.7 km | 30 m/px, playable |
| Base-lite | 23.6 km | about 1.18 km/px, continental |
90 m is the default and the recipe the reference world was generated with. Base-lite is Dayside's own whole-world model. It runs a fixed recipe and ignores precision, output resolution, SNR, rainfall, coastline and post-processing settings; only Seed applies. Its output is lightly filtered at the very finest scale so it does not shimmer into moiré as you zoom, and your authored detail is left untouched by that filter.
The modal steers you between them:
- A 30 m run on a section wider than about 1000 km (128 coarse cells) is flagged as beyond the continental threshold, with the note that 90 m matches the reference recipe at that size and keeps native output within the 32 768 px limit.
- Base-lite below a 3000 km long edge is flagged because it invents features from roughly 2.7 to 46 km across and adds nothing finer than about 2.4 km, so at that size the 90 m and 30 m models produce far more detail.
Which models appear depends on what is installed. Base-lite also needs its own runtime configured on the machine.
The Generate modal#
Re-synthesizes the section's terrain at true physical scale, then colours it. Climate is carried over unchanged.
Model and precision#
| Control | Default | Range | What it does |
|---|---|---|---|
| Terrain model capability | 90 m, unless the installation sets another default | the three models above | Sets the coarse cell, and therefore the feature scale. |
| Precision (hidden for Base-lite) | Half · bf16 | Half · bf16, Full · fp32 | Half is faster; Full is slightly more exact. Changing it reloads the model, so the next run takes longer to start. |
Output resolution#
| Control | Default | Range | What it does |
|---|---|---|---|
| Native output (uncapped) (hidden for Base-lite) | off | on / off | Off, the run targets the workspace Output selection, up to 32 768 px. On, it assembles at the model's full native resolution with no limit. |
The modal states the resulting size, pixels per coarse cell and approximate metres per pixel before you start. At or above an estimated 4 GB it warns that assembling the result needs roughly that much system RAM, and that the final heightmap PNG will be similarly large.
Detail#
Three preset cards lead the section: Sketch (90 m, SNR 0.20, x1, the default), Faithful (30 m, SNR 0.05, x1) and Faithful, faster (90 m, SNR 0.05, x2). A preset sets model, SNR and feature scale together; moving any dial off a preset's exact values leaves the preset. The feature-scale slider shows the resulting effective cell size in km.
| Control | Default | Range | What it does |
|---|---|---|---|
| Elevation SNR (hidden for Base-lite) | 0.20 | 0.05 to 1.0, step 0.05 | How closely the model follows the terrain you painted. Lower sticks closer. The model follows your map above about 6 coarse cells (roughly 140 km at 90 m or 46 km at 30 m, divided by the feature scale), sketches loosely between 1.5 and 6 cells, and invents everything finer at any setting. Do not read this as a quality dial. 0.20 keeps the inventive recipe that suits hand-drawn maps. When authored coastlines and shallows must survive a model-authored run, use 0.05: on a real continental section it roughly doubles how closely the shelf follows yours and keeps authored water bodies recognisable, without drowning land. |
| Feature scale (hidden for Base-lite) | ×1 | ×0.5 to ×4, step 0.25 | The grain of everything the model invents. Above ×1 landforms come finer and denser, below ×1 broader and more massive. The world's real size, and everything measured in kilometres downstream, is untouched. Cost grows with the square of the value: ×4 takes roughly 16 times as long, and can push a large section into being generated in pieces. |
| Seed | 0 | 0 and up, step 1 | The same seed with the same input gives identical terrain. |
Rainfall conditioning#
| Control | Default | Range | What it does |
|---|---|---|---|
| Off / Use rainfall (hidden for Base-lite) | Use rainfall | on / off | Gives the model the section's rainfall layer alongside its elevation. Without a rainfall layer the run uses elevation alone. |
The physical scale comes from the millimetres per year at white that the rainfall layer recorded when you imported it. Only a layer with no recorded scale is read as 3000 mm/yr at white, and a map made for any other range is then mis-scaled with no visible sign: you get a plausible-looking world conditioned at the wrong climate.
Coastline#
| Control | Default | Range | What it does |
|---|---|---|---|
| Model authors coastline | on | on / off | On, your sea floor guides a model-drawn shore, and generated ocean fades back to your authored sea floor by 600 m depth. Off, the current land and sea boundary is kept exactly. |
| Enhance coastline before generation | off, and disabled while Model authors coastline is on | on / off | Refines the coastline before the model runs. Meant for terrain with no meaningful sea floor. |
| Preserve land area | off | on / off | Only appears when the refiner is on and the model is not authoring the coast. Tidies the shoreline without adding islands or bays, so the land area stays the same. |
The two coastline options cannot be combined. On whole-world globe runs Model authors coastline is always off, because it can still scatter stray land across open ocean.
Advanced post-processing#
A collapsed band at the foot of the modal, hidden for Base-lite. Raw model output is on by default, which writes the model's output as it comes. Turning it off reveals the other controls; the band header then reads reconciled, or reconciled · N changed when you moved a control off its default.
| Control | Default | Range | What it does |
|---|---|---|---|
| Raw model output | on | on / off | On, nothing after the model reshapes its coast, sea floor or peaks. |
| Hold authored coast | on | on / off | Away from a narrow band along the coast, your land and sea split holds: drowned inland ground is lifted back and drowning is capped at shelf depth. Model-authored coastlines only. |
| Protect authored islands | on | on / off | Small authored islands keep their outline, and drowned authored land never reads as deep water. Needs Hold authored coast. |
| Sink invented islands | off | on / off | Returns model-invented offshore land to the authored sea floor. Needs Hold authored coast. |
| Ocean low-band swap | on | on / off | Restores the broad shapes of your authored ocean after generation. Off keeps the model's own shelf. Model-authored coastlines only. |
| Ocean texture kept | 0.25 | 0 to 1, step 0.05 | Share of the model's fine ocean texture the swap keeps. 0 is a smooth authored floor, 1 the model's full speckle. |
| Swap shore ramp | 0.25 cells | 0.05 to 2, step 0.05 | Distance off the shoreline at which the swap reaches full strength. |
| Swap edge smoothing | 0.10 cells | 0.05 to 2, step 0.05 | Smoothing of the swap's shoreline edge. |
| Relief body match | off | on / off | Lifts flat land between peaks toward your input's relief. See Relief matching. |
Every Generate starts again from your authored heightmap and sea floor, never from the last generated result, so repeating it does not drift the terrain or creep the sea level upward. Large sections are generated in overlapping pieces that are blended together without seams, and open ocean deep enough to be unaffected keeps your authored sea floor. With raw output off, land heights are matched to your map area by area and the summits above that are the model's own.
Relief matching#
Relief body match, under Advanced post-processing, is off by default and exists for one defect: sharp peaks standing over flat ground. It lifts each area's land so its spread of heights matches your input's, while the coastline and each area's highest point stay where they are, so it cannot move a shore or invent offshore land. It only ever lifts, never flattens.
It is not part of the reference recipe, and it only applies on sections large enough to be generated in pieces. Turn it on only when you have looked at a render and can name the flat interior it is meant to fix.
Whole-world passes#
The Whole-world passes dialog opens from either globe button, Enhance world terrain or Colour globe. Its Terrain half holds these controls.
| Control | Default | Range | What it does |
|---|---|---|---|
| Enhance world terrain | off, unless you opened the dialog with the Enhance world terrain button | on / off | Runs the chosen terrain model over the whole planet and makes the result the world's active height layer. |
| Terrain model | Continental detail when it is installed | Continental detail (about 1.2 km/px), Ranges and drainage (about 4.7 km/px) | Continental detail textures the terrain you drew below about 20 km. Ranges and drainage invents connected ranges and drainage from your map, with rivers routed from the heightmap. |
| Terrain invention scale | 120 km | 15 to 300 km, step 5 | Ranges and drainage only. Your map is trusted above this scale; the model invents ranges and valleys below it. 30 km hugs the map; 300 km keeps only the continent-scale shape. |
| Coastline invention | 0 | 0 to 1, step 0.05 | Ranges and drainage only. 0 keeps the coastline you drew exactly. Higher values let the model redraw it from the sea floor. Above about 0.5 the land mask changes, so climate, rivers and biomes are recomputed from the new terrain. |
| Keep continents within | on, 150 km | 10 to 2000 km, step 10 | Ranges and drainage only, and only when Coastline invention is above 0. Limits how far a redrawn coast may move from the drawn one. |
| Skip deep ocean | on | on / off | Deep ocean keeps its authored sea floor instead of being regenerated. |
Ranges and drainage works at a fixed ground resolution and maps your world onto it by latitude and longitude, so it scales with the planet's radius: a smaller planet gets the same kilometre-scale ranges on a smaller sphere.
The dialog's Colour half (Colour globe, Terrain and export detail, Globe preview and the palette controls) is covered in Enhancing terrain.
Revert and snapshots#
Generate takes a snapshot of the hand-authored heightmap before the first run on a section, and Revert to authored heightmap in the modal footer restores it. Deterrace keeps its own snapshot, restored with Revert to previous heightmap. Both buttons appear only when a snapshot exists. A revert protects future generates; it does not undo a generate you have since built on.
Defaults worth leaving alone#
- Elevation SNR at 0.20. Small values mean strong adherence to your terrain. Raising it loosens the model from what you painted, which is rarely what someone reaching for a "more detail" slider wants. 0.20 is the value the terrain model's author recommends for imported heightmaps. The one deliberate departure: drop to 0.05 when a model-authored run must respect authored shallows and island layouts.
- The model choice. The coarse cell is a physical scale. A 30 m run on a continental extent produces mountains at the wrong size, and the result looks right until you measure it.
- Relief body match off. It fixes one specific defect and is not part of the reference recipe.
- Raw model output on, unless you need the authored coast held. Turning it off brings back the coastal hold, the ocean low-band swap and peak handling, at the cost of some of the model's own coastal detail.
- Sea level before Generate. Moving the waterline afterwards reclassifies land and ocean the model authored, and the editor says so.
- Synthetic sea floor on. A flat ocean reads to the model as coastal lowland, and it invents relief to fill it.