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Whereas Heightfield Noise changes the height values up and down, this node moves the existing values around by advecting them through a noise field, similar to how a Photoshop filter might distort an image by swirling the existing pixels.
A pattern specifying which layers to operate on, usually
If a mask volume is wired into this node’s second input, this specifies which volume in the second input to use to mask this node’s effect, usually
mask. Click the "Add mask paint" button to paint the mask directly in the viewport (this automatically adds a paint node to the second input).
Create distortion using curl noise. This can create interesting swirled features at large amplitudes. If this is off, the node uses anti-aliased noise instead.
Amount of distortion to do. Larger values move, stretch, and swirl the existing features more. With larger amplitude values you should consider increasing the Substeps. Otherwise the entire large-scale change is applied at once, which can create a mess.
Distance between peaks of lowest frequency noise.
Anisotropic scaling of noise in the three principle axis.
World space offset for the noise function.
The number of iterations of distortion to add to the output of the basic noise. The more iterations you add, the more "detailed" the output.
Divides the total desired amplitude by this amount and incrementally applies it in steps. This allows finer details and less drastic changes, but is slower. You will usually want to increase substeps as you increase Amplitude to prevent large scale changes from creating a mess.
The following examples include this node.
This example demonstrates using heightfields for terrain adaptation in the crowd solver, and for collisions against ragdolls in the Bullet solver.
This example demonstrates how to simulate large-scale erosion efficiently by doing multiple passes of erosion at different resolutions.