Node reference
Every Atlas Studio node is documented from the same definitions the plugin runs. Filter by name, port type, or whether a node appears in the palette.
56 nodes
Constant
A uniform scalar heightfield and a uniform terrain material.
Gradient
A linear, radial or angular ramp. The usual base for a falloff, a coastline, or a mask that varies across the map.
MultiFractal
Fractal noise with a choice of octave shaping. Ridged gives mountain crests, Billow rounded lobes, Hybrid keeps detail on the ridges while smoothing the valleys.
Perlin Noise
Fractal (fBm) Perlin Noise noise. Height in [0, 1]; slope is the raw gradient magnitude.
Shape
A soft analytic shape — disc, box, hexagon or star — as a mask. Useful for arenas, plateaus and hand-placed regions.
Simplex Noise
Fractal (fBm) Simplex Noise noise. Height in [0, 1]; slope is the raw gradient magnitude.
Voronoi
Worley/cellular noise. F1/F2 are feature distances; F2-F1 gives ridged borders; Cell ID is a per-cell constant.
Canyon
A plateau split by a meandering gorge. Depth, width and the wander of the channel are all separate controls.
Crater
An impact crater: raised rim, sunken floor, optional central peak and radial ejecta streaks.
Dunes
Wind-blown sand ridges: asymmetric crests with a shallow windward face and a steep slip face, warped so the lines are not parallel.
Island
Binary land/water island mask from Atlas 0.1.3.
Mountain
A ridged massif with a radial falloff: peak in the middle, skirts at the edges. The classic starting landform.
Adjust
Brightness, contrast and gamma in one pass. The everyday shaping node — reach for this before wiring a Curve.
Autolevel
Rescales the value range to fill [0, 1]. The standard cleanup after a chain that has drifted off scale.
Blur
Softens a heightfield with a graph-space box blur.
Clamp
Holds values inside a range, optionally rescaling what survives back out to [0, 1].
Curve Remap
Remaps values through an editable monotone curve.
Distance
Builds a sloping heightfield from distance to a shape boundary. Useful for landmasses, ridges, clearings, and other masks.
Flip
Mirrors or transposes a field.
Invert
Flips values: out = 1 - in.
Math
Applies one arithmetic operation against a constant. The escape hatch for shaping a field without a dedicated node.
Median
Replaces each point with the median of its neighbourhood. Removes speckle and stray spikes without rounding off edges the way a blur does.
Range
Selects a band of values as a soft mask: 1 inside the range, falling off to 0 outside it. The mask node most Blend setups want.
Sharpen
Unsharp mask: adds back the detail a blur at this radius would remove. Recovers crispness lost to erosion or heavy smoothing.
Threshold
Outputs 1 where in >= threshold, else 0. Useful as a Blend mask.
Transform
Pans, scales and rotates a field in graph space. Areas pulled in from outside the map repeat, so a tiling generator stays seamless.
Warp
Displaces a field along a noise field, so straight features meander and repetitive noise stops reading as noise. The single biggest realism win available to a generator chain.
Contours
Draws elevation contour lines as a mask. A reference overlay for reading a heightfield, and a ready-made stripe pattern.
Fractal Terraces
Terracing at several scales at once, with the step heights jittered by noise so the shelves vary instead of marching evenly up the slope.
Roughen
Adds fine noise weighted by steepness, so exposed faces get broken up while flats and valley floors stay smooth.
Stratify
Cuts thin sedimentary bands across the terrain, strongest on steep faces where the layers would actually be exposed. What gives a large cliff its sense of scale.
Terraces
Quantizes height into steps. Sharpness controls how square the risers are — at 0 the steps are ramps, at 1 they are shelves.
Coastal Erosion
Cuts an ocean-facing wave terrace into low coastal ground while leaving inland terrain and enclosed lakes alone. Erosion is a reusable mask for cliffs, beaches, and exposed rock.
Erosion
Carves gullies and dendritic drainage from the input's own slope. Not a simulation: every pixel is evaluated independently, so cost scales with resolution alone.
Thermal
Weathers slopes past their angle of repose, collapsing them into talus. Softens crests, builds scree fans below faces, and reports how much material settled where.
Aspect
Which way a slope faces, as a compass bearing: 0 north, 0.25 east, 0.5 south, 0.75 west. Drives sun-facing and shade-facing material differences.
Curvature
Convexity: 0.5 is flat, above is ridges and spurs, below is hollows and channels. The mask that tells exposed ground from sheltered ground.
Deposits
Where loose material settles: flat, concave ground with water running through it. Feeds Texturize's Deposits port for scree and silt.
Flow Map
Drainage: how much upslope ground funnels through each point. Bright lines are watercourses. Wire it into Texturize's Flow port to place riverbed materials.
Occlusion
How much open sky a point sees: 1 on an exposed ridge, low in a gorge. Good for damp, mossy or shaded materials, and for keeping snow out of overhangs.
Peaks
How far a point stands above its own surroundings, at the given radius. Isolates summits and crests independently of absolute height.
Slope
Steepness of the terrain. In Degrees the output is the real angle over 90, so 0.5 is a 45 degree face — which needs the map's proportions, and so responds to Max Height. Gradient is the raw rise over run.
Wear
Where bare rock is exposed — steep, convex ground sheds its soil. An analytic stand-in for an erosion simulation's rock mask.
Height Material
Maps height bands to terrain materials. Break-up wobbles the band edges and Dither stipples them, so the boundaries stop reading as contour lines.
Material Mixer
A stack of material rules, each painting where its chosen driver falls inside a range. Texturize's engine with none of its opinions.
Material Scatter
Sprinkles a second material through a base map using clumped noise — pebbles through grass, patchy snow, weathering on stone.
Slope Material
Maps slope-angle bands to terrain materials. Band values are fractions of vertical: 0.5 is 45 degrees.
Terrain Material
A single terrain material covering the whole map. The base layer most Blend and Mixer setups start from.
Texturize
Builds a complete material map from terrain shape alone — elevation, slope angle, curvature, drainage and deposition — with noise-broken boundaries, cliff strata and dithered transitions. Pick a profile, then tune.
Blend
Blends two matching height or material fields under a mask. Materials cannot mix, so Dither resolves the mask by interleaving them across the transition instead of switching at 0.5.
Combine
Combines two matching fields through one universal input pair. Heightfields get the full blend-mode set with a ratio and an optional mask; materials fall back to A/B precedence — use Blend or Material Mixer for those.
Paint Mask
A durable 2D mask painted in the Build tab. Use it to blend terrain or materials by area.
Stored Heightmap
A heightmap loaded from ServerStorage.
Build Map
The map contract: terrain height, material, and sea level. Builds always evaluate at one sample per terrain voxel.
Output
Previews any height or material field.
Sea Level
A normalized water plane height consumed by the Build node.