Name |
Type |
Description |
Values |
width |
Int |
The width of the terrain in number of vertices |
From 16 to 524,288 |
height |
Int |
The height of the terrain in number of vertices |
From 16 to 524,288 |
quad_size |
Float |
The quad size in meters |
From 0.01 to 100 |
frequency |
Float |
The frequency of the noise |
From 0.000333 to 0.5 |
amplitude |
Float |
The amplitude of the noise |
From 0.2 to 30,000 |
level_count |
Int |
The number of levels |
From 1 to 10 |
persistence |
Float |
The persistence of the levels |
From 0.1 to 0.9 |
offset_x |
Float |
The translation along the x axis |
From -1000 to 1000 |
offset_y |
Float |
The translation along the y axis |
From -1000 to 1000 |
rotation_angle |
Float |
The rotation angle in degrees |
From -180 to 180 |
seed |
Int |
The seed to use |
From 0 to 1,000,000,000 |
clustering |
Float |
The clustering value |
From 0 to 1 |
computation_type |
Int |
0 for “Cells”, 1 for “More cells”, 2 for “Even more cells”, 3 for “Bumps”, 4 for “Flats”, 5 for “More floats”, 6 for “Even more flats” |
From 0 to 6 |
distance_type |
Int |
0 for “Manhattan”, 1 for “Euclidean”, 2 for “King’s move” |
From 0 to 2 |
The frequency is the inverse of the scale.
The amplitude is the scale multiplied by the height.
The persistence is equal to (1 - attenuation / 100)
See Nodes reference guide - Cellular noise node
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