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Distance Field

The Proximity Map. Calculates how far every cell is from the nearest "filled" cell in an input mask. This creates a gradient that radiates away from your shapes.

Ports

PortTypeDescription
Input Bool MaskThe "source" shapes to measure distance from.
Output FloatA normalised gradient (0.0 at the source, increasing outwards).

Details

This node uses a fast two-pass sweep algorithm to calculate distances across the entire map. The output is normalised (0 to 1) based on the maximum possible distance in the map.

Potential Use Cases

  • Coastal Gradients: Generate a distance field from a "Land Mask" to create shallow water/sand gradients around islands.
  • Erosion & Dilation:
    • Expand: Distance Field -> Threshold (low value) -> New Mask.
    • Shrink: Invert Mask -> Distance Field -> Threshold (low value) -> Invert.
  • Safe Zones: Create a "Spawn Zone" mask by finding all areas within X distance of the starting point.

Technical Tip

To get a "hard" distance in meters (Unity units), you may need to use a Remap node to scale the 0-1 normalised value back to your world size.