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
| Port | Type | Description |
|---|---|---|
| Input | Bool Mask | The initial state to refine. |
| Output | Bool Mask | The 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.
Bool Mask