This node creates a terrain using a Cellular noise generator, also known as Worleyâ€™s noise or VoronoÃ¯ 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:
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.
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.
Use the sliders to change the parameters:
For example, if only one level is used:
If you increase level 4, you add details of medium size:
If instead of level 4, you increase level 6, you add more detail:
Right-click on the equalizer and select Reset to return to the default settings.
Attenuation corresponds to the decrease in strength when going from one level to the next. The effects of attenuation and individual adjustments of each level combine to give the final result. It is advisable to adjust the attenuation first, then to fine-tune with the individual adjustments.
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.
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:
Use the slider to rotate the terrain from -180 to 180 degrees.
The example below shows the terrain rotated 180 degrees:
The parameter â€œclusteringâ€ 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.
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 â€œF2 â€“ F1â€ 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.
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. Kingâ€™s move is similar to the way a king moves on a chessboard: it doesnâ€™t cost more to move diagonally than vertically or horizontally..
The node accepts an optional mask for the parameter Number of levels of detail.
When a mask is linked into this connector, the mask values dâ€‹etermine the number of levels of detail used at each point.
Where the mask is white, the number of detail levels is 8; where the mask is gray, the number of detail levels varies continuously between 0 and the number set; the last level appears gradually to avoid any discontinuity.
Example with two levels of detail:
For mask containing a gradient as shown below:
Here are the results obtained.
|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
|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.
|Level strengths||This corresponds to the strength of each of the levels using an equalizer.|
|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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