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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

Primitives

Constant

A uniform scalar heightfield and a uniform terrain material.

0 in2 outConstant
Primitives

Gradient

A linear, radial or angular ramp. The usual base for a falloff, a coastline, or a mask that varies across the map.

0 in1 outGradient
Primitives

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.

0 in1 outMultiFractal
Primitives

Perlin Noise

Fractal (fBm) Perlin Noise noise. Height in [0, 1]; slope is the raw gradient magnitude.

0 in2 outPerlinNoise
Primitives

Shape

A soft analytic shape — disc, box, hexagon or star — as a mask. Useful for arenas, plateaus and hand-placed regions.

0 in1 outShape
Primitives

Simplex Noise

Fractal (fBm) Simplex Noise noise. Height in [0, 1]; slope is the raw gradient magnitude.

0 in2 outSimplexNoise
Primitives

Voronoi

Worley/cellular noise. F1/F2 are feature distances; F2-F1 gives ridged borders; Cell ID is a per-cell constant.

0 in4 outVoronoi
Terrain

Canyon

A plateau split by a meandering gorge. Depth, width and the wander of the channel are all separate controls.

0 in1 outCanyon
Terrain

Crater

An impact crater: raised rim, sunken floor, optional central peak and radial ejecta streaks.

0 in1 outCrater
Terrain

Dunes

Wind-blown sand ridges: asymmetric crests with a shallow windward face and a steep slip face, warped so the lines are not parallel.

0 in1 outDunes
Terrain

Island

Binary land/water island mask from Atlas 0.1.3.

0 in1 outIsland
Terrain

Mountain

A ridged massif with a radial falloff: peak in the middle, skirts at the edges. The classic starting landform.

0 in1 outMountain
Modify

Adjust

Brightness, contrast and gamma in one pass. The everyday shaping node — reach for this before wiring a Curve.

1 in1 outAdjust
Modify

Autolevel

Rescales the value range to fill [0, 1]. The standard cleanup after a chain that has drifted off scale.

1 in1 outNormalizeClamp
Modify

Blur

Softens a heightfield with a graph-space box blur.

1 in1 outBlur
Modify

Clamp

Holds values inside a range, optionally rescaling what survives back out to [0, 1].

1 in1 outClamp
Modify

Curve Remap

Remaps values through an editable monotone curve.

1 in1 outCurveRemap
Modify

Distance

Builds a sloping heightfield from distance to a shape boundary. Useful for landmasses, ridges, clearings, and other masks.

1 in1 outDistance
Modify

Flip

Mirrors or transposes a field.

1 in1 outFlip
Modify

Invert

Flips values: out = 1 - in.

1 in1 outInvert
Modify

Math

Applies one arithmetic operation against a constant. The escape hatch for shaping a field without a dedicated node.

1 in1 outMath
Modify

Median

Replaces each point with the median of its neighbourhood. Removes speckle and stray spikes without rounding off edges the way a blur does.

1 in1 outMedian
Modify

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.

1 in1 outRange
Modify

Sharpen

Unsharp mask: adds back the detail a blur at this radius would remove. Recovers crispness lost to erosion or heavy smoothing.

1 in1 outSharpen
Modify

Threshold

Outputs 1 where in >= threshold, else 0. Useful as a Blend mask.

1 in1 outThreshold
Modify

Transform

Pans, scales and rotates a field in graph space. Areas pulled in from outside the map repeat, so a tiling generator stays seamless.

1 in1 outTransform
Modify

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.

2 in1 outWarp
Surface

Contours

Draws elevation contour lines as a mask. A reference overlay for reading a heightfield, and a ready-made stripe pattern.

1 in1 outContours
Surface

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.

2 in1 outFractalTerraces
Surface

Roughen

Adds fine noise weighted by steepness, so exposed faces get broken up while flats and valley floors stay smooth.

2 in1 outRoughen
Surface

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.

2 in1 outStratify
Surface

Terraces

Quantizes height into steps. Sharpness controls how square the risers are — at 0 the steps are ramps, at 1 they are shelves.

2 in1 outTerrace
Simulate

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.

3 in2 outCoastalErosion
Simulate

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.

1 in3 outErosion
Simulate

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.

2 in2 outThermal
Derive

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.

1 in1 outAspect
Derive

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.

1 in1 outCurvature
Derive

Deposits

Where loose material settles: flat, concave ground with water running through it. Feeds Texturize's Deposits port for scree and silt.

1 in1 outDeposits
Derive

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.

1 in1 outFlowMap
Derive

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.

1 in1 outOcclusion
Derive

Peaks

How far a point stands above its own surroundings, at the given radius. Isolates summits and crests independently of absolute height.

1 in1 outPeaks
Derive

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.

1 in1 outSlope
Derive

Wear

Where bare rock is exposed — steep, convex ground sheds its soil. An analytic stand-in for an erosion simulation's rock mask.

1 in1 outWear
Materials

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.

1 in1 outHeightMaterial
Materials

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.

2 in1 outMaterialMixer
Materials

Material Scatter

Sprinkles a second material through a base map using clumped noise — pebbles through grass, patchy snow, weathering on stone.

2 in1 outMaterialScatter
Materials

Slope Material

Maps slope-angle bands to terrain materials. Band values are fractions of vertical: 0.5 is 45 degrees.

1 in1 outSlopeMaterial
Materials

Terrain Material

A single terrain material covering the whole map. The base layer most Blend and Mixer setups start from.

0 in1 outTerrainMaterial
Materials

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.

5 in2 outTexturize
Utility

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.

3 in1 outBlend
Utility

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.

3 in1 outCombine
Utility

Paint Mask

A durable 2D mask painted in the Build tab. Use it to blend terrain or materials by area.

0 in1 outPaintMask
UtilitySystem

Stored Heightmap

A heightmap loaded from ServerStorage.

0 in1 outStoredMap
OutputSystem

Build Map

The map contract: terrain height, material, and sea level. Builds always evaluate at one sample per terrain voxel.

3 in0 outBuild
OutputSystem

Output

Previews any height or material field.

1 in0 outOutput
Output

Sea Level

A normalized water plane height consumed by the Build node.

0 in1 outSeaLevel