Vein
The Filament Grower. Generates chain-like structures (veins) that crawl across the map, with support for wandering and branching logic.
Ports
| Port | Type | Description |
|---|---|---|
| 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 Mask | A 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.
Point List (Optional)
Bool Mask (Optional)