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NHUE Development Update

NHUE Gradient Ramp Editor Rebuilt: Better Terrain Color, Relief, and Preview Tools

Rebuilding the Gradient Ramp Editor The Gradient Ramp Editor has been in NHUE for a while, and it did work. But I’ll be honest, it just wasn’t good enough anymore.

The Height Map Editor has been getting a lot of new tools lately, like Terrain Analysis Masks, the Normal/Light Map editor, and the newer terrain preview systems. Next to those, the old Gradient Ramp Editor was starting to feel out of place. It was useful, but it looked more like an older utility window than something I really wanted to show off.

Old NHUE Gradient Ramp Editor window
The old Gradient Ramp Editor. It worked, but it was starting to fall behind the rest of the Height Map tools.

So I decided it was time to rebuild it.

Rebuilt NHUE Gradient Ramp Editor colormap window
The rebuilt Gradient Ramp Editor has a larger colormap preview, a cleaner layout, menus, and relief shading.
Bigger previewsThe colormap now gets room to breathe instead of being squeezed into a cramped utility layout.
Better ramp workflowThe Ramp Browser makes it easier to search, preview, compare, and assign terrain ramps.
Relief supportThe new relief/shadow system adds terrain definition directly into the colormap preview.

A Much Better Main Preview

The first big thing I wanted was a better way to actually see the colormap.

The old editor had previews, but they were not big enough for what I wanted anymore. When working with terrain color maps, I need to see the result clearly. I want to zoom in, pan around, and really inspect how the colors are landing on the height map.

The new Gradient Ramp Editor now has a large main colormap preview. The height map source is still there, but the main focus is the final color map. That makes the whole window feel much more useful.

NHUE Gradient Ramp Editor main colormap preview
The new main preview gives the colormap room to breathe.

The right-side panel now holds the height map source preview, terrain layer settings, relief controls, and export options. This layout feels much more natural to me, especially compared to the old version where everything felt cramped together.

The Ramp Browser

Another part that needed a big upgrade was the ramp list.

Before, the available color ramps were shown directly inside the editor window. It worked, but once the ramp library started growing, that was not good enough. I wanted something closer to a real browser.

So now GRE has a dedicated Ramp Browser.

NHUE Gradient Ramp Editor Ramp Browser
The new Ramp Browser makes it much easier to search, preview, and assign ramps.

The Ramp Browser can categorize ramps, search through them, show larger swatches, and preview the selected ramp on the active height map. It also caches the ramp library, so it is not constantly checking the folder over and over again.

That was important because the ramp folder has a lot of ramps now. I wanted it to load fast, but still feel like a real library tool.

The browser also has color preview, relief preview, and side-by-side preview modes.

NHUE Ramp Browser side-by-side colormap and relief preview
It can also show the colormap and relief side by side.

The cool part is that selecting a ramp in the browser does not instantly change the main editor. You can browse, preview, compare, and only assign it when you are ready.

Editable Gradient 2

The old editable gradient system also needed more room.

Instead of keeping it stuffed into the main GRE side panel, I moved it into its own workbench window called Editable Gradient 2.

NHUE Editable Gradient 2 workspace
Editable Gradient 2 gives gradient editing its own workspace.

This window lets me work on a draft gradient without instantly changing the main Gradient Ramp Editor. I can load a preset, edit stops, randomize colors, convert an image ramp into editable stops, preview everything on the terrain, and then apply it back to GRE when I’m happy with it.

That draft workflow makes it way easier to experiment.

The Terrain-Aware Randomizer

One of my favorite parts of this whole update is the Terrain-Aware Randomizer.

This is not just random RGB colors thrown onto a gradient. The randomizer looks at where the gradient stop is in the height range and tries to pick colors that make sense for that area.

Lower areas can become water, wet soil, mud, grass, or darker terrain. Middle areas can become grass, forest, sand, clay, or dry terrain. Higher areas can become rock, snow, ash, mineral colors, or weird fantasy colors depending on the mode.

Terrain-Aware Randomizer inside Editable Gradient 2
The Terrain-Aware Randomizer makes it fast to create new terrain gradients.

It has modes like Natural Terrain, Forest/Woodland, Desert/Canyon, Alpine/Snow, Wetlands/Coastal, Volcanic/Lava, Alien/Fantasy, and Chaos.

This turned out better than I expected. It is fun to use, but it is also actually useful. You can get a good starting point very quickly, then tweak it by hand after.

Converting Image Ramps Into Editable Gradients

Another thing I really wanted was a bridge between the old ramp library and the new editable gradient system.

Now I can take an existing image ramp and convert it into editable gradient stops.

Converting image ramps into editable gradients
Existing image ramps can now be converted into editable gradients.

That means older ramps are still useful, but now they can become editable starting points. I can load one, convert it, tweak the stops, randomize parts of it, save it as a preset, or export it back out as a PNG ramp.

That gives the whole system a lot more flexibility.

Built-In EG2 Presets

Editable Gradient 2 also has a built-in preset library now.

There are 100 internal presets covering all kinds of terrain styles. Real-world terrain, forests, deserts, badlands, alpine, tundra, wetlands, islands, grasslands, mountains, volcanic areas, ash and basalt, minerals, moons, Mars-like worlds, alien terrain, toxic worlds, fantasy, horror, and some weird/funny stuff too.

Editable Gradient 2 built-in presets
EG2 includes 100 built-in editable gradient presets.

These are not extra PNG files and they are not a huge pile of JSON files. They are lightweight built-in presets that load into the draft gradient.

There is even a special one called:

EG2 – Night Hawk Singularity Rift

I had to make one that was just completely different.

The Relief / Shadow System

This is the part I was really waiting for.

The new Gradient Ramp Editor can now add relief and shadowing to the color map preview. It uses the height map to create a hidden relief/lighting pass, then blends that with the colormap.

The result gives the terrain much more definition.

NHUE Gradient Ramp Editor relief composite mode
Relief Composite mode adds terrain definition directly into the colormap preview.

I wanted something that could get close to the kind of shaded colormap look I liked in older terrain tools, especially GeoControl 2. I did not want to copy it exactly, but I wanted that same idea where the colormap has terrain shape and shadowing baked into the look.

After tuning the settings, I think NHUE got there.

GeoControl 2 reference image
GeoControl 2 reference image.
NHUE Gradient Ramp Editor relief shading result
NHUE Gradient Ramp Editor using relief shading.

Honestly, I think I like the NHUE result better now. It has its own look and it feels stronger to me.

Relief Profiles

To make the relief system easier to use, I added four tested profiles:

  • Fine Relief
  • Middle Relief
  • Rough Relief
  • Very Rough Relief

Middle Relief is the default when GRE opens, because it gives a good starting point right away.

NHUE relief profile settings
Relief profiles make it quick to switch between different terrain definition styles.

Fine is more subtle. Middle is a good general-purpose setting. Rough and Very Rough push the terrain detail harder.

There is also a Relief Lighting Only view, which helps when tuning the shadows.

Saving Color Maps With Relief

The editor now separates normal colormap saving from relief colormap saving.

A normal save gives you the pure colormap.
A relief save gives you the shaded version.

Pure colormap export from NHUE Gradient Ramp Editor
Pure colormap output keeps the color data clean, while relief export saves the shaded version.

There is also a color space option for saving:

  • sRGB / Match Preview
  • Linear

The default is sRGB / Match Preview because I want the saved image to look as close as possible to what I see in the editor preview.

That was important to me. If I spend time tuning the preview, I want the exported image to match it.

Diagnostics Helped A Lot

A lot of this upgrade was built with diagnostics running behind it.

The diagnostics helped catch things like the first preview not refreshing on window open, relief preview builds being too slow, full reports getting way too huge, and save timing needing better breakdowns.

NHUE Gradient Ramp Editor diagnostics panel
Diagnostics helped track preview refreshes, ramp loading, relief builds, and save timing.

The relief preview also got a nice speed pass. At first it was way too slow when working with 4096 maps. Now the editor uses smaller preview builds while working, then full resolution when saving.

That made the whole system feel much better.

Final Thoughts

This upgrade turned the Gradient Ramp Editor into something way more useful than it was before.

It is no longer just a simple ramp preview window. Now it has a real browser, editable gradients, randomization, ramp conversion, built-in presets, relief profiles, side-by-side previews, and shaded colormap export.

It finally feels like it belongs with the rest of the Height Map Editor tools.

I am really happy with how this turned out.

The Gradient Ramp Editor is now something I actually want to show off.

Final NHUE Gradient Ramp Editor screenshot
The rebuilt Gradient Ramp Editor now feels like it belongs with the rest of NHUE’s terrain tools.

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