Column Surface Transition Mask
The Depth Filter. Creates a coherent mask that gradually becomes true based on the depth beneath the highest solid tile in each column.
Ports
| Port | Type | Direction | Description |
|---|---|---|---|
| Input | Bool Mask | Input | The source solid/void mask. |
| Mask | Bool Mask | Output | The generated transition mask. |
Details
This node is essential for creating vertical transitions within solid structures (like rock or earth). For every column of tiles, it finds the "top" (the highest tile where the input mask is true) and then calculates a probability of the output mask being true based on the depth below that top tile.
Parameters
- Start Depth: The depth below the surface where the transition begins. Above this depth, the output is always 0.
- End Depth: The depth below the surface where the transition is 100% complete. Below this depth, the output is always 1.
- Noise Frequency: Controls the "breakup" of the transition. Lower values create large, sweeping patches of transition, while higher values create more detailed, noisy boundaries.
Potential Use Cases
- Stratified Geology: Use this to create a "Deep Rock" layer that only appears several tiles below the surface level.
- Surface Decay: Invert the mask to create a "Weathered" effect that only affects the top few layers of a mountain or cliff.
- Underground Biomes: Define an "Underdark" transition that gradually replaces surface dirt with crystal-infested stone as depth increases.
Bool Mask