Primitives nodes
Independent noise, gradient, shape, scalar, and material sources.
7 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.