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Cellular Cracks

generator.cellular_cracks ยท Generators

Worley cell-edge network: cracks, fractures, dried mud, and rocky cell walls.

Purpose

A network of cell-edge ridges, for cracks, fractures, dried mud, and rocky cell walls. Reach for it to break a surface into angular plates.

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.

Cell size is a real width in world units, so the crack spacing stays what you asked for when the world extent changes and a larger world simply holds more cells.