Adding a Cellular noise node

This node creates a terrain using a Cellular noise generator, also known as Worley’s noise or Voronoï noise generator. This generator samples points across the terrain that act like mini-generator diffusing an elevation around them, thus creating cell-like structures.

To add a Cellular noise node, right click in the Graph Editor and select Create Node  > Terrain Transformation  > Cellular noise.

Double click on the node to open its parameters:

Changing the terrain size

  • To change the terrain size, edit the Width and Height fields in number of vertices.
  • To change the quad size, edit the Quad size field in meters.

Changing the horizontal scale of the noise

The Scale parameter determines the horizontal scale of the noise. A smaller coefficient gives a higher density of cells; a larger coefficient gives a lower density of cells.

Use the slider to set the horizontal scale of the terrain.

In the example below, the scale is decreased and the terrain has more bumps.

Changing the vertical scale of the heights

The Height parameter sets the vertical scale of the heights. Use the slider to set the terrain height.

A smaller coefficient decreases range of the height of the vertices. A larger coefficient increases range of the height of the vertices, as shown in the example below.

Changing the terrain details

Use the sliders to change the parameters:

  • Number of levels: The default number of levels of detail is 8. Each level has double the frequency of the previous level. In the example below, the number of levels is reduced from 8 to 4.
  • Attenuation: This corresponds to the attenuation of a level of detail against the previous one. If this value is low, the high-frequency levels of detail dominate and generate a high-frequency noise. If this value is high, the high-frequency levels of detail are less visible, as shown in the example below.

Translating the terrain

This parameter pans the terrain in the X and Y axes.

Enter a value in the X ands Y fields or use the arrow keys to pan horizontally and vertically.

Setting the noise generation seed

This parameter sets the value of the noise generation seed. Changing the seed value, even very slightly, completely changes the terrain shape.

Do one of the following:

  • Enter a value in the Seed field.
  • Click Generate to randomly generate a new seed.

Rotating the terrain

Use the slider to rotate the terrain from -180 to 180 degrees.

The example below shows the terrain rotated 180 degrees:

Clustering the cells

The parameter “clustering” allows to slightly change the cellular noise generator output by diminishing the influence of some cells. Use it when you want to create more vertical variation in the terrain.

Computation output

This combo-box allows you to the change the way the cellular generator works internally. Every alternative uses the same strategy: it constructs a grid with points sampled all across the terrain. Each of those samples act as a little radial generator.

Cells, More cells, and Even more cells create convexities based on the closest, second closest or third closest radial generator.

Bumps, also known as “F2 – F1” in some software uses two radial generators to creates bumps or scales along the terrain.

Flats, More flats, and Even more flats force the samples to diffuse a constant height which can be useful when texturing the terrain or defining biomes.

Distance function

This combo-box defines the way the distance from a point to the radial generator is computed. By default, Euclidean distance is used (i.e. the shortest path between two points is the line that pass through them) but alternatives may be used. Manhattan (also known as taxicab distance) does not allow for diagonals. King’s move is similar to the way a king moves on a chessboard: it doesn’t cost more to move diagonally than vertically or horizontally..


Parameters

Parameter Use
Terrain size See "Part common to all generator nodes"
Scale Determines the horizontal scale of the noise.
More this coefficient is small, the higher the density of "bumps"
Height Sets the vertical scale of the heights.
More this coefficient is large, the greater the height of the vertices range
Details  
Number of levels This corresponds to the number of levels of detail. Each level has a frequency twice as much as the previous one.
Attenuation This corresponds to the attenuation of a level of detail against the previous one. If this value is low, the high-frequency levels of detail dominate and generate a high-frequency noise.
If this value is high, the high-frequency levels of detail are less visible.
Translation  
X, Y Determines the translation values of the terrain
Pans the terrain in X and in Y
Seed Initial value of the noise generation seed.
Changing the value of the seed (even very slightly) completely changes the terrain shape
Value Edits the value of the seed
Generate Randomly generates a new seed
Rotation Rotates the terrain from -180 to 180 degrees
Clustering Group the cells into a clustering thus allowing for bigger cells
Computation type Changes the underlying computation
Distance function Allows to chose another distance function

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