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Vein

The Filament Grower. Generates chain-like structures (veins) that crawl across the map, with support for wandering and branching logic.

Ports

PortTypeDescription
Seeds Point List (Optional)Explicit starting points for the veins. If not connected, the node will sample random locations.
Mask Bool Mask (Optional)Restricts where the initial random seeds can spawn.
Output Bool MaskA mask representing the generated vein paths.

Details

Vein generation uses a "walking" algorithm. Each vein starts at a seed, chooses a direction, and moves forward for a random number of steps. At each step, it has a chance to "wander" (change direction) or "fork" (create a new vein starting from that position).

Parameters

  • Seed Count: The number of veins to start if the Seeds port is empty.
  • Vein Length (Min/Max): The range of steps each vein will take before stopping.
  • Wander Probability: The chance (0.0 to 1.0) that a vein will turn to a new cardinal or diagonal direction during any given step.
  • Fork Probability: The chance that a vein will split into two.
  • Fork Angle Range: When a fork occurs, this limits how much the new branch can deviate from the original direction (in degrees).

Potential Use Cases

  • Ore Veins: Generate thin, wandering lines of "Gold" or "Iron" embedded within "Rock" tiles.
  • Rivers/Streams: Use a high Wander Probability and a long Vein Length to create winding water paths.
  • Cracked Earth: Use a high Fork Probability to create a web of dry cracks across a desert biome.
  • Spider Webs: Place a seed in the centre of a room and use a high fork rate to grow a silk pattern outward.