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
| Port | Type | Description |
|---|---|---|
| Input | Float | The field to process. |
| Output | Float | The 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.
Float