Noise
The Source. Generates procedural patterns used as the foundation for terrain, biomes, and mask distributions.
Ports
| Port | Type | Description |
|---|---|---|
| Input | Float (Optional) | Only used for Fractal mode to provide a base field for layering. |
| Output | Float | The 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).
Float (Optional)
Int (Voronoi)