Cellular Bumps¶
generator.cellular_bumps ยท Generators
Worley noise as cones peaking at scattered points: rock piles, bumps, and scales.
Purpose¶
Scattered cones peaking at random points, for rock piles, bumps, and scaled surfaces. Cell size sets how far apart the cones sit, as a real width in world units, so they keep their spacing when the world extent changes. Reach for it to add clustered relief.
Inputs¶
This node takes no inputs.
Outputs¶
out
Parameters¶
| Parameter | Type | Range | Default | Unit | Description | Field-driven |
|---|---|---|---|---|---|---|
Cell Size (cell_size) |
float | [0, 100000] | 128 | m | How wide one cell is, in world units. Larger cells mean fewer of them across the map. | no |
Jitter (jitter) |
float | [0, 1] | 1 | no | ||
Seed (seed) |
int | [0, 2147483647] | 0 | The random seed; changing it regenerates a different variation of the same pattern. | no | |
Offset X (offset_x) |
float | [-100000, 100000] | 0 | m | Slides the sampling window along the X axis, in world units, to take a different patch of the pattern without changing its shape. | no |
Offset Y (offset_y) |
float | [-100000, 100000] | 0 | m | Slides the sampling window along the Y axis, in world units, to take a different patch of the pattern without changing its shape. | no |
Placement (placement) |
enum | square, hex | square | no |
Layer contract¶
Reads and writes the height layer.
Behaviour¶
Placement sets where the cells start from. square puts one point per square of a grid, so at jitter 0 the cells are squares. hex uses a triangular lattice, where every point is the same distance from its six nearest neighbours, so at jitter 0 the cells are regular hexagons.
Reach for hex when the pattern is cracking rather than tiling. Rock cools and mud dries by contracting, and contraction joints meet at 120 degrees, which makes hexagons. Columnar basalt is the clearest case. Raise jitter from there and you get irregular but still six-sided-on-average cells, which is what real jointing looks like.