Fields and ports
Atlas graphs pass complete map-sized fields rather than single numbers.
| Port type | Meaning | Typical range |
|---|---|---|
| Heightfield | One scalar value at every map sample; also used for masks and derived measurements | Usually 0–1, although intermediate math may exceed it |
| Material | A Roblox terrain material at every map sample | Material palette entries |
| Sea Level | One normalized water-plane value | 0–1 of Maximum height above Base Y |
| Any | A universal port that accepts a supported matching field type | Determined by the connection |
Normalized height 0 maps to Base Y and 1 maps to Base Y + Maximum height. A map-space X/Y position spans the configured Width and Depth. This means slope in degrees depends on the physical map proportions, not only on the pixels visible in a heightfield.
Masks are ordinary heightfields: black/0 selects A or no effect, white/1 selects B or full effect, and gray values create a transition. Nodes such as Range, Threshold, Slope, Curvature, Flow Map, and Paint Mask are useful mask sources.
Required input ports must be connected for the node to evaluate successfully. Optional ports use their documented fallback or omit that influence.
Reading a node page
Every node reference page is generated from the same definition used by the plugin. Inputs explicitly say whether they are required or optional; outputs list only the field they provide. A source node can legitimately have no inputs, and a system sink such as Build Map can legitimately have no outputs.
The colored socket and type label carry the important compatibility information. Port names such as In and Out are local to a node; the type determines whether a wire is valid.