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Cluster

The Blobs. Grows organic, blob-like regions from seed points. Ideal for creating natural clearings, ponds, or irregular rock formations.

Ports

PortTypeDescription
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 MaskThe 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."