Realistic proportions reference

Is it possible to add a character node that can move freely and automatically scales according to the terrain size, mainly to provide a realistic scale reference?

“Overlay” might just be what you are looking for. There are some preset images already loaded and you can even load your own. There is also the grid to look for when looking at scale. Each smaller section on grid = (Width/40)m

I vouch. I’d love some kind of way for Gaea to say “hey, mate, the terrain is this big!” because I’ve found myself accidentally overshooting my numbers a lot

@lumen @rabbithawk256

Your best best is what Klaus has said.

However just to help you both further understand contcepts:

Terrain Scale + Human Scale

To give you some perspecitive the video i have here is a human scale or 160cm tall and 1m wide in the default terrain scale as you can imagine, you just cant see it.
2026-03-18_12-48-50

Hill Scale + Human Scale

If you scale the terrain def down to 100x100m you can also add a 2x2m cube and the same 1.6m height which could represent a hill fairly well.

[!Tip]
If you are using terrain def relative scales, many nodes support metre values inputs as well as decimal or percentage

Well said Ty!
I still do this to visualize scale better, Custom scaled shape that you can bomb on top of the terrain to get a sense of scale. This here is a 30m wide and 10m tall cylinder. Human scale would be too small, but you can import familiar shapes or use basic shapes at different scales 10m, 50m, 100m for visualization. Height is easy as you can autolevel + clamp to input precise values but for width, I first used overlay + grid to roughly get the scale I want.

Yes, your method is correct; I sometimes calculate it this way too. However, isn’t it possible to have a simpler and more efficient way, with a built-in character model or a cube (1m*1m) that doesn’t change or shrink when I modify the terrain size? Of course, this is just a small wish, and it depends on whether the official team has the time to implement this support.

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Thank you for your reply. Your method is excellent and very helpful. Creating a custom macro might simplify things, but it still requires calibration for different terrain sizes. I’d like a reference point with absolute height values ​​that can accurately display a scale close to reality regardless of terrain size, thus optimizing this reference process. Currently, the software uses meters, and calculating scaling values ​​confirms the map scale. However, I’d appreciate a more efficient way to accomplish this.

I completely agree. I also hope to have a character that can test the terrain scale. And it should be possible to move directly on the terrain. This is a simple drawing I made. Basically, the user clicks the little person icon in the right toolbar, and an in-game third-person character is automatically generated at a certain position on the terrain, and the user can control his movement. Hahaha

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