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Noise

The Source. Generates procedural patterns used as the foundation for terrain, biomes, and mask distributions.

Ports

PortTypeDescription
Input Float (Optional)Only used for Fractal mode to provide a base field for layering.
Output FloatThe generated noise value (0.0 to 1.0).
CellId Int (Voronoi)Output for the Voronoi algorithm, identifying which cell the tile belongs to.

Details

This is a versatile "all-in-one" source node. By selecting an algorithm from the dropdown, you can change the fundamental nature of the generated data.

Algorithms

  • Perlin: Smooth, organic noise. Great for hills and natural transitions. Supports Octaves for fractal detail.
  • Simplex: Similar to Perlin but with fewer directional artifacts. Faster for complex layering.
  • Voronoi: Cellular "stained glass" patterns. Useful for cracking, cobblestone, or discrete biome cells.
  • Fractal: Layers an input noise field with itself at different scales to create "Infinite Detail."
  • Gradient: Linear, Diagonal, or Radial ramps. Perfect for "Coastal" effects or centering content.
  • Constant: Fills the entire map with a single value.

Parameters

  • Frequency: How "zoomed in" the noise is. Higher values = smaller, more frequent patterns.
  • Amplitude: Scales the intensity of the noise.
  • Offset: Pans the noise pattern.
  • Octaves: Number of layers of noise stacked (Fractal complexity).

Potential Use Cases

  • Heightmap Generation: Use Perlin Noise with low frequency (0.02) and high amplitude to create the base terrain.
  • Biomes: Use Voronoi Noise to divide the map into distinct cells, then assign a different biome to each cell ID.
  • Island Mask: Use a Radial Gradient to ensure the center of the map is "Land" (1.0) and the edges are "Water" (0.0).