Rekall Terrain Studio

Gaea-like terrain generation,
built for any pipeline.

A standalone Windows WPF desktop application for procedural terrain design. Build terrain graphs visually, inspect results in a real-time 3D viewport, save native .terra projects, and generate general-purpose heightmaps, splat maps, previews, and portable graph exports.

See what it does See export workflow
75+
Terrain Node Kinds
WPF
Windows Desktop App
CPU
Complete Evaluator
.terra
Native Project Format

The desktop studio

Rekall Terrain Studio standalone WPF terrain authoring application with graph canvas and 3D viewport

Why Rekall Terrain Studio

A full desktop terrain workstation.

Terrain Studio is a standalone pro authoring surface for designing, testing, and packaging procedural terrain. It generates terrain data you can use in games, tools, renderers, simulations, or any workflow that accepts height and mask outputs.

01

Gaea-like graph canvas

Author terrain as a node graph with a searchable palette, pan/zoom canvas, filtered pin connection workflows, comments, groups, and portal-style wiring for large production graphs.

02

Real-time 3D viewport

Preview heightmap meshes with orbit, top-down, sun-aligned, and isometric cameras. Toggle slope-tinted height shading, splat overlays, flow accumulation, sea level, and lighting.

03

Complete CPU evaluator

The CPU evaluator handles every node kind in the current build. The GPU project and dispatch seam are isolated for future ComputeSharp acceleration, but CPU is the reliable production path today.

04

Native .terra projects

Save the full studio document as JSON: terrain graph, UI layout, groups, portals, comments, snapshots, viewport camera, build settings, and thumbnail history in one diffable file.

05

General-purpose outputs

Generate heightmaps, grayscale previews, splat maps, and graph exports from the same source project. Use the outputs directly or pass them into whatever downstream terrain workflow you already use.

06

Headless CLI path

The companion rts command can build .terra files from scripts or CI, producing heightmap and splat outputs without launching the WPF application.

First run

From empty graph to generated maps.

Step 1

Create a simple graph

Launch RekallTerrainStudio.exe, double-click noise.fbm in the palette, add output.heightmap, and wire the FBM output into the heightmap input.

Step 2

Build a preview

Press F5 or use Build → Build Preview. The app evaluates the graph, updates the Helix viewport, and writes build artifacts under %TEMP%\RekallTerrainStudio\<timestamp>.

Step 3

Save or export

Use File → Save As to write a native .terra project, export graph JSON, or run the rts CLI to produce heightmap and splat outputs for downstream tools.

Workspace layout

Graph canvas, viewport, properties, and log.

Canvas

Nodify graph editor

The central canvas handles node placement, wires, pan/zoom, selection, deletion, output sinks, and palette-driven graph construction.

Viewport

Helix 3D preview

The viewport renders the active output as a terrain mesh. Sea and splat overlays are placeholders in the current v0.1 build, with the main height preview path already wired.

Panels

Palette, properties, log

The palette groups all node families. The properties panel is generated from the node catalog, and the log surfaces build progress, warnings, validation issues, and evaluator errors.

Under the hood

Eight projects, strict boundaries.

Terrain Studio is independent at runtime. It is a normal desktop terrain generator with its own project format, evaluator, viewport, graph editor, and command-line build path.

A

Core and Schema

Core owns the pure graph model, node catalog, validation, evaluator contracts, and topology. Schema owns import/export conversion between native .terra projects and portable graph JSON.

B

Evaluation tiers

Eval.Cpu implements the complete evaluator. Eval.Gpu is present as the ComputeSharp acceleration boundary, with current builds relying on CPU for every node kind.

C

Replaceable UI seams

GraphEditor uses Nodify viewmodels. Viewport hides Helix Toolkit behind IViewport3D. The WPF shell composes the docks, file I/O, commands, and project workflow.

Export workflow

Generate maps for any terrain pipeline.

Use the desktop app for interactive design, then build the same project from the command line when you need repeatable outputs. Terrain Studio produces general-purpose height and mask data, not engine-specific assets. If you use the Rekall MCP server, exported graph JSON integrates seamlessly with its terrain tools.

Review Features →

Project and outputs

One source document, clean export.

A .terra file stores the graph and studio metadata together. Builds can emit heightmaps, splat maps, previews, and portable graph JSON without tying the project to a specific engine.

Generate 16-bit heightmap-style outputs
Generate splat and mask map outputs
Snapshot graph states with thumbnails
Build heightmap and splat outputs from CLI

Standalone terrain generation for real production workflows.

Use Terrain Studio when you want a dedicated Windows desktop workstation for graph-heavy procedural terrain design and repeatable map generation.