Cluster
The Blobs. Grows organic, blob-like regions from seed points. Ideal for creating natural clearings, ponds, or irregular rock formations.
Ports
| Port | Type | Description |
|---|---|---|
| Seeds | Point List (Optional) | Explicit coordinates to start growth from. |
| Mask | Bool Mask (Optional) | Defines the valid tiles where clusters can be seeded if no Seeds port is connected. |
| Output | Bool Mask | The generated cluster regions. |
Details
The Cluster node uses a cellular growth algorithm. It starts at a seed point and attempts to spread to adjacent tiles with a certain probability.
Parameters
- Seed Count: Number of clusters to generate if no Seeds input is provided.
- Iterations: How many steps the growth process runs (controls the maximum size/radius of the blobs).
- Initial Spread Probability: The chance (0-1) that a tile will spread to its neighbour on the first step.
- Falloff: How quickly the spread probability decreases per iteration (lower values result in smaller, more contained blobs; higher values result in larger, more sprawling shapes).
- Min Cluster Separation: Ensures a minimum distance between randomly sampled seeds to prevent overlapping.
Potential Use Cases
- Forest Clearings: Use a Seed Count of 5 and high Iterations to create large, irregular "Grass" patches inside a dense forest.
- Scattered Ruins: Connect the output of a Poisson Disk node to the Seeds port to grow small, consistent clusters of "Stone Floor" across a map.
- Toxic Spills: Use a high Spread Probability and low Falloff to create sprawling, spindly regions of "Acid Pool."
Point List (Optional)
Bool Mask (Optional)