Perlin Worm
The Subterranean Carver. Generates smooth, organic paths by walking noise-steered routes. Ideal for tunnels, caves, and winding corridors.
Ports
| Port | Type | Description |
|---|---|---|
| Mask | Bool Mask (Optional) | Restricts where the worms can start and carve. |
| Worms | Bool Mask | A mask representing the volume carved out by the worms. |
Details
Perlin Worms are a classic procedural generation technique. Unlike the Vein node (which uses discrete steps and turns), the Perlin Worm node uses continuous noise to steer its heading, resulting in much smoother, snake-like paths.
Parameters
- Worm Count: How many worms to spawn.
- Length (Min/Max): The range of steps each worm will travel.
- Radius / End Radius: The thickness of the worm at the start vs. the end. This allows for "tapering" tunnels.
- Turn Frequency: Controls how often the worm changes direction. High values create tight squiggles; low values create broad curves.
- Turn Strength: How sharply the worm can turn.
- Start Mode:
- Random In Mask: Worms start at random valid locations.
- Surface Column: Worms start at the top of the map (or the top of a masked area) and tunnel downward.
- Horizontal Bias: Forces worms to prefer moving sideways (ideal for sprawling side-scroller caves).
- Downward Bias: Forces worms to prefer moving down (ideal for vertical shafts or pits).
Potential Use Cases
- Natural Caves: Set a high Radius (3-5) and low Turn Frequency to carve out large, smooth underground chambers.
- Wormholes: Use a tapering radius (Radius 4, End Radius 1) to create tunnels that narrow as they go deeper.
- Terraria-style Tunnels: Use Surface Column start mode with high Downward Bias to create entrance shafts into an underground biome.
- Root Systems: Combine multiple low-radius worms with moderate Turn Strength to create gnarled root patterns under a "Great Tree."
Bool Mask (Optional)