Core Concepts
Hesiod builds terrain by connecting nodes into a graph. Before diving into the node reference or the user manual, it helps to know a handful of ideas that everything else is built on. Each page below is short and links down to the deeper documentation when you want detail.

The node graph on the left is where you work; the terrain on the right is what it produces. Everything in these pages is about what flows through that graph.
The vocabulary
- Heightmaps & virtual arrays — the data every node reads and writes: a grid of elevation values.
- Masks & selectors — how you restrict an operation to part of the terrain (steep slopes, low ground, river beds…).
- Broadcast & Receive — how terrain moves between separate graphs without a wire.
- Tiling & overlap — how Hesiod computes large maps in pieces, and why the pieces line up.
- Glossary — quick definitions for every term above.
Two ways to use Hesiod
The documentation's main path is a single-terrain workflow: build one graph, noise → erosion → colorize → export. The advanced track is worldbuilding — stitching several graphs into one large world (see Building a "patch of graphs"). The concepts here underpin both.