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Version 1.0.29

Released 17 February 2020

Patches work only with the immediate previous version.

Made exclusively for Windows 7 / 10

Minimum requirements

  • Intel® i7 or similar
  • 24GB RAM (32GB recommended)
  • 10GB HDD space
  • GPU with 1GB VRAM, Shader Model 3, DirectX 11 support

What's new in Gaea 1.0.29?

New 2.5D Viewport, Light baking, and Stability Update

This is a crucial update that is recommended for all users and includes new updates released since was originally released.

Critical Stability Update

We implemented several new architectural changes that dramatically improve the stability and responsiveness of Gaea. Among many things, these improvements directly affect the viewport freezing bug that affected many users.

New Render Engine

This build features an important new change to Gaea: a new rendering system that now uniformly powers both the 3D and 2D viewports, as well as the new Light baking node.

The new system is a preview of the full version that will be included in Gaea 1.2 (the next big update). It features accurate real world lighting (with the ability to modify it for other-worldly effects), with controllable soft shadows, ambient occlusion, and more.

Other updates

We have improved color and gradient editors, and introduced a unified popup for atmosphere, water, and terrain settings.

Complete Changelog



  • Builds can now use bake cache when resolution is same or lower.

Node Updates

  • Coast enhanced with larger maximum values.
  • Combine can now accept both heightfield and color inputs.
  • Mesher now has option to create or skip walls for the side of the meshes.


  • 3D/2D lighting toggle added to the main toolbar.
  • Several minor improvements for new viewport render system.
  • Mask gradient visualization reverted to black and white.


  • Gaea.Build.exe would not execute properly when run from command line or scripts.
  • RGBMix and RGBSplit were broken.
  • Invert was broken.
  • Route and Switch would not accept color nodes.
  • Cells now honors minimum values for Size and Chaos.
  • Vegetation would throw error on creation.
  • Mesher output improved. Excess "wall" artifact removed.
  • Mesh Export options in Build Manager have been removed. Use Mesher node instead.
  • Output node now behaves properly in Build Manager when 'Save to Build Folder' is enabled.
  • Node created from search box would not be placed correctly.
  • Installer would not register custom data path.
  • Quickstarts would not show with custom data path.
  • Presets would not show with custom data path.



  • 2.5D Viewport (Preview).
  • New shading in 3D Viewport (Preview).
  • Enhanced color editors for color swatches and gradients.
  • Combined settings popup for lighting, water, and terrain definition.
  • Height and mask gradients for terrains in the viewport.

Node Updates

  • Dunes minimum size reduce to 0.02.
  • Light node (Preview).
  • Displace node additional scaling options.
  • Post-process displacement scaling can now be set.
  • Minor speed optimizations for color nodes.
  • Draw and Mask editors now use the new 2.5D previews.


  • New fixes should prevent viewport freezing.
  • Support for 16-bit TIFF files.
  • Better track thumbs for SatMaps clipping control.
  • Better responsiveness to Wacom and other stylus based input in graph.
  • Zoom support for stylus with Alt + Middle Mouse.
  • Tab and right-click search menus now provide a uniform experience.
  • Shift + E (or Shift + click button) can select Ancestor nodes, while E selects Descendant nodes.
  • Default format switched to TIFF as it exports with full fidelity.
  • Height/Scale ratio in Terrain Definition popup.
  • Minor startup performance improvement.
  • Node interjection improvements.
  • Build Path context menu now allows easy insertion of variables.


  • Build Manager wouldn't remember build options during the session.
  • Uninstall would not launch correctly from Control Panel, but would from Start menu.
  • Nodes would be processed twice in some situations.
  • SatMaps would not update properly.
  • Hitting ENTER while exposing node properties would erase name.
  • Meshes would have bad edge vertices on one side.
  • Heavy nodes would not invalidate children properly.
  • Help menu item redirected to the wrong URL.
  • Fixed several possible avenues for unnecessary reprocessing and recursions.
  • Several minor bugs and internal code fixes.

Known Issues

  • Hybrid mode in Erosion may cause blank output in higher resolutions. Use Linear mode instead.
  • Floating 2D viewport may unduly affect 3D viewport while main 2D viewport is running.
  • Light node is in preview. Final version may differ and break compatibility.
  • The Water system is not fully compatible with the new render system, and may show artifacts.
  • Materials popup is no longer available. A replacement for it will be introduced in Gaea 1.2.



Released 10 March 2020

Patches work only with the immediate previous version.

Bleeding Edge Builds

Bleeding Edge builds are more stable than Beta versions, but not as stable and battle-tested like Production Ready builds.

With Bleeding Edge builds, you get access to newer features and enhancements faster. You can also provide early feedback for new features before they get rolled into the Production Ready builds.

Bleeding Edge builds install side-by-side with Production Ready builds, so you can safely install both without the newer builds affecting your normal work.

Please note files saved with Bleeding Edge builds may not open in older Production Ready builds.

What's new in Gaea

A major leap forward for Gaea

Gaea 1.2 represents one of the largest sets of features added to Gaea since the original 1.0 release.


WARNING: This version is not production ready yet. Please backup any .TOR documents before opening them in this Bleeding Edge build. Gaea 1.2 will alter your files in a way that may make them unusable in previous versions.

Complete Changelog


  • Gaea 1.2 UI overhaul.
  • Erosion Studio 1.2 UI and systemic overhaul.
  • Improved startup experience.
  • Portals 2.0.
  • Infinity Graph: Divide your graph into multiple tabs.
  • Infinity Graph: Import and export partial graphs.
  • Viewport: Overhauled viewport and render system.
  • Viewport: Preview mesh density/LOD.
  • Viewport: Alt + MMB zooming option.
  • Viewport: Q + E vertical navigation.
  • Viewport: Optional grid and compass in viewport.
  • Cache session on exit.
  • Toolbox: New docking options for toolbox: full height, top only, bottom only, and hidden.
  • Toolbox: New expert mode in Toolbox for veteran users.
  • Toolbox: Quick switch to shift between Most Used and all nodes.
  • Fourth node style: Filament.
  • Passive Optimizer for improving memory management.
  • Session cache manager.
  • RAM and HDD cache indicators.
  • Descriptive tooltips for all nodes in the toolbox.
  • New Preferences dialog.
  • New About dialog.
  • Build Manager UI simplified, and merged with main UI.

Erosion Studio

  • Redesigned system for better performance.
  • Undo was broken.
  • New Erosion tools.
  • New Snow tools.
  • Custom brush shapes.
  • Faster execution and project loading.
  • Reverted the UI back to Erosion Studio's classic layout with fixed sidebar.
  • Advanced mode for each brush to configure your own settings.

Node Updates

  • New: Rock Maps node.
  • New: Cartography node.
  • New: Lakes node.
  • New: MultiCombine node.
  • New: Stacks node.
  • New: Draw node 2.0 with new options.
  • New: Flow Map 2.0 with flow separation.
  • New: Fractal option for Terrace node.
  • Dunes: Chaotic mode reworked.
  • Light node now out of preview. Quality settings and preset support added.
  • Output node can now save entire node, removing the need to have an output node per output.
  • Constant node can now produce height or color.
  • SatMaps: Improved favorites system.
  • SatMaps: Sampling density option.
  • Mask node can now be copy-pasted between files.
  • Fixed stepping artifacts created in Snowfall node.
  • Redesigned editor for Mask node.
  • Redesigned editor for Islands node.
  • Redesigned editor for Draw node.
  • Coast: moved to new Water category.
  • Snow: renamed to Snowfall, moved to new Snow category.
  • Selectors category merged with Data Maps.
  • Erosion: Random Sedimentation setting for Selective Processing.
  • Erosion: Obsolete 'Debris' setting removed.
  • Erosion: Inverse option added for height and slope biases.
  • Erosion: Minimum feature size lowered to 5 meters from 50m.
  • Coast: value limits increased.
  • Coast: option to get value from viewport.
  • Nodes can now have hidden ports.
  • Improved naming for ports.


  • Remember preview resolution for saved files.
  • Loading options for files: forcing low resolution, suspending engine.
  • Baking resolution limit increased to 8K.
  • Faster loading of baked caches.
  • Connecting two "out" ports creates a Combine.
  • Search for portals in node searches.
  • Options: Cache Limit and warning system.
  • Options: Sensitivity customization for stylus users.
  • Options: Hide node categories in node drag-out menus.
  • Progress bars move to bottom right corner for improved visibility
  • New colors for progress bars to clearly indicate progress of current task vs all tasks.
  • Gaea now correctly recognizes 2D maps in a chain and switches from terrain to mask view as required.
  • Viewport lighting presets.
  • (Enterprise only) Gaea TORX file format version now synced to actual build used.
  • Sliders with unchanged values displayed with slightly muted colors.


  • Nodes created while searching were placed incorrectly.
  • Search text would not clear in some situations.
  • Forcing refresh/invalidation of nodes should not affect baked nodes.
  • Unbaking a node did not refresh the editor.
  • Color nodes exported as TIFF would be grayscale.
  • Accidental double-clicking of title bar area fixed.
  • Progress would not update in some situations.
  • Light node preview was not consistent in both viewports.
  • MultiMix (F8) would require manual node refresh in many situations.
  • Autolevel Mask post process function was broken.
  • Setting "Display As" for a node would not refresh preview.
  • Post Process stack did not update properly when resetting node.
  • 20+ other bugs fixed in Erosion Studio.
  • 20+ other bugs related to lighting and preview caching.
  • 30+ other bug fixes for baking related issues.
  • Addressed 26 bugs that could potentially crash Gaea in some situations.
  • Most Used nodes now include favorites regardless of usage stats.


  • All existing Erosion Studio projects will not work because of the complete overhaul.
  • "Base" height, part of the terrain definition, has been removed. All terrains now start at 0m for easier consumption.
  • Due to unavoidable changes in our randomizer some nodes - namely SlopeNoise, Noise, LineNoise, and Rocks - will no longer be able to create the same shape as in previous Gaea versions. If those shapes are crucial, please see [THIS LINK]. Article coming soon

Ready to buy?
Select an Edition

All editions are full featured except for the few edition-based limitations.

Full Comparison


Free Download
  • 1024 x 1024 limit
  • Read-only Erosion Studio


$99 / perpetual
  • 4096 x 4096 limit
  • 4K Erosion Studio

Made exclusively for Windows 7 / 10

Requires minimum Intel® i7 or similar, 24GB RAM, 10GB HDD space, and modern GPU with 1GB VRAM, Shader Model 3, DirectX 11 support.

Periodic internet connection required. Enterprise edition users can ask for an offline license.**


$199 / perpetual
  • No resolution limits
  • Unlimited Erosion Studio
  • Scripting + Basic Automation*


$299 / perpetual
  • No resolution limits
  • Unlimited Erosion Studio
  • Advanced Scripting + Full Automation*
  • Distributed Builds*
  • Offline + Floating*

Volume Purchases

We provide volume discounts for orders of 5 or more licenses of Professional and Enterprise licenses.

Please contact us for more information.

For Resellers

We can provide reseller discounts for purchases of 5 units or higher. If you need a volume purchase, get in touch.

Site License

$2999 / perpetual

Unlimited installations of Enterprise Edition on any number of machines in a single physical location.

Free maintenance until end-of-service.



Special academic licensing options for both individuals and institutions directly related to CG.

* Some features may be scheduled for future release.

** Local TCP firewall access required for Gaea on localhost.