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Perlin Worm

The Subterranean Carver. Generates smooth, organic paths by walking noise-steered routes. Ideal for tunnels, caves, and winding corridors.

Ports

PortTypeDescription
Mask Bool Mask (Optional)Restricts where the worms can start and carve.
Worms Bool MaskA 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."