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See also Height Field Distort, which adds moves/swirls terrain features across the grid.
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).
Combine with Existing
How to combine this mask with any existing mask in the input.
Clear the existing mask and replace it with the new mask.
Add the values in this mask to any existing mask.
Subtract the values in this mask from any existing mask.
Set the mask values to the difference between the old mask and this mask.
Multiply the values of the old mask by the values in this mask. This might be useful to "scale" existing values while leaving empty areas alone.
Set the mask values to the maximum of the old mask and this mask.
Set the mask values to the minimum of the old mask and this mask.
Blend the old mask and this mask by a certain amount.
The amount to blend the old mask with what you draw, when Combine with existing is "blend". A value of
0 leaves the existing mask, a value of
1 replaces with the new mask, a value of
0.5 blends equally between the old and new mask.
Offsets the noise so it centers around 0. This is useful for adding noise to terrain. If you are using a Worley (cellular) noise type, you should turn this off.
Scales the amount of vertical displacement.
Scales the noise pattern outward across the grid.
Scales the displacement in X, Y, and Z. This may be useful to stretch the noise pattern in one direction across the terrain.
Moves the noise pattern across the grid.
The type of noise to generate, Different algorithms generate patterns with different characteristics.
Whether to do multiple iterations of smaller noise on top of bigger noise.
Does not add any additional noise on top of the basic noise.
Adds pseudo-random noise on top of the basic output.
Adds noise like "standard" but dampens the noise in the valleys, which generates more realistic-looking terrain.
Like terrain, but with more sharpness in the valleys.
Limits the fractal noise to a certain number of iterations.
The frequency increment between iterations of fractal noise added to the basic output. Note you can use negative values.
Fractal roughness. The roughness parameter determines the coarseness of the noise.
The rotation of the "swirl", from 0 to 1, when Noise Type is "Flow".
Because this parameter is fractional and wraps around, if you try to use $F to animate it, it will always look the same. Use something like the time or the frame number divided by the total number of frames instead.
Only allow absolute values in the noise output.
Turns the noise upside-down (outputs
1 - x for the noise values).
Increases or decreases the contrast from 0.5 in the output.
Moves the output down or up toward 0 or 1.
Clamps any noise value below this. Has the effect of cutting off all elevation changes at a certain minimum height.
Clamps any noise value above this. Has the effect of cutting off all elevation changes at a certain maximum height.
Enable Lattice Warp
Adds "stringiness" or "wiriness" to standard noise.
Accumulate Lattice Warp
When lattice warp is on, this accumulates the warp for each iteration (octave) of added fractal noise.
How much "stringiness" to add to the noise.
The frequency of the "stringiness".
Enable Gradient Warp
Widens the peaks and valleys of the noise.
Accumulate Gradient Warp
When Gradient warp is on, this accumulates the warp for each iteration (octave) of added fractal noise.
How much to widen the peaks and valleys of the noise.
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.