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Cellular Automata

The Organic Smoother. Refines binary masks (filled/empty) by simulating life-like growth rules. This is the industry-standard method for generating smooth, natural-looking cave systems.

Ports

PortTypeDescription
Input Bool MaskThe initial state to refine.
Output Bool MaskThe refined/smoothed mask.

Details

The node uses a Neighbourhood Check logic where every cell looks at its 8 neighbours. If the number of filled neighbours meets specific criteria, the cell either "lives" (stays filled), "dies" (becomes empty), or is "born" (becomes filled).

Rule Set

  • Birth Rule: Cell becomes filled if it has X neighbours (Default: 5,6,7,8).
  • Survival Rule: Filled cell stays filled if it has X neighbours (Default: 4,5,6,7,8).

Parameters

  • Iterations: How many times to repeat the simulation. 1-2 passes create organic "blobs," while 5+ passes create very smooth, rounded walls.
  • Initial Fill Probability: Used if no input is connected. The chance (0-1) that a cell starts as "filled."

Potential Use Cases

  • Cave Smoothing: Connect a noisy Perlin Noise (run through a Threshold) to this node to turn static noise into walkable caves.
  • Organic Growth: Start with a single "Seed Point" and use specific rules to grow a fungal or organic structure.
  • Cleanup: Remove "isolated pixels" from a complex mask by running a single pass with high survival requirements.