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Layers & visualisation

Everything about how the scene looks lives in Inspector → Layers. None of these settings change the underlying heights.

The drape is the texture painted on the terrain mesh.

Layer Shows
Optical + height tint The input image with a semi-transparent height colormap on top (default)
Optical The input image only
Height The colormap only
Hillshade Shaded relief from the current sun direction
Slope Terrain steepness in degrees, pale (flat) to dark (steep), with an adjustable limit
Object classes Head C’s land-cover classes
Reference A loaded reference raster (Validation)
Error Prediction − reference, blue (under) to red (over)
GroundLow vegetationBuildingWaterRoadTreeOther
Turbo
Terrain
Viridiscolour-blind safe
Cividiscolour-blind safe
Greyscalecolour-blind safe

Colour range sets which heights map to the ends of the colormap: 2–98 % (robust to outliers, the default), Full (min to max) or Custom. Height-tint opacity controls how strongly the tint covers the optical image, and relief shading adds hillshade to any layer.

Control Range Notes
Vertical exaggeration 0.2–8× 1× is true scale
Mesh detail Fast / Balanced / Full Vertex budget; use Fast on laptops
Wireframe on / off Shows mesh triangles
Control Notes
Shadows Real-time shadows from the sun
Ambient occlusion Contact darkening in corners and alleys (N8AO); disabled automatically at low fps
Sun azimuth / elevation Direction of the light for shading and shadows

DepthWizard extracts buildings, trees and water bodies from the classes and heights and renders them as 3D objects over the terrain. Toggle each class, with its count, from the tool palette or Tools → 3D objects. O turns all objects off, and pressing it again restores your selection. Hover details shows each object’s type and height on mouse-over.

Layer Source
Surrounding basemap Map tiles around the scene, with a choice of provider
OpenStreetMap overlay Roads and building footprints via the Overpass relay
Facilities Points of interest by category (hospitals, schools and so on)