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Smoothstep

The Softener. Applies a smooth S-curve interpolation to float values. It "pushes" values towards 0 or 1 based on their proximity to the edges, creating a soft transition.

Ports

PortTypeDescription
Input FloatThe field to process.
Output FloatThe smoothed result.

Details

Parameters

  • Edge Low: Values below this become 0.0.
  • Edge High: Values above this become 1.0.

Between the Low and High edges, values are smoothed using the Hermitian interpolation formula. This is much "softer" than a standard linear Remap or Threshold.

Potential Use Cases

  • Soft Masks: Create a mask with "fuzzy" edges for biomes or fog-of-war.
  • Organic Falloff: Use with a Distance Field to create a smooth gradient around islands or rooms.
  • Noise Refinement: Run noise through a Smoothstep with a tight range (e.g., 0.4 to 0.6) to create high-contrast noise that still has smooth, anti-aliased-like boundaries.