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Hybrid Multifractal

generator.hybrid ยท Generators

Realistic plains-to-mountains terrain in one node: roughness scales with altitude, so valleys stay smooth and flat while peaks get rough and broken.

Purpose

Plains-to-mountains terrain in one node: roughness grows with altitude, so valleys stay smooth while peaks break up. Reach for it as a realistic base that already varies from lowland to highland.

Inputs

This node takes no inputs.

Outputs

  • out

Parameters

Parameter Type Range Default Unit Description Field-driven
Wavelength (wavelength) float [0, 100000] 512 m The distance from one crest to the next, in world units. On a noise generator it is the size of the largest features. no
Octaves (octaves) int [1, 12] 5 The number of noise layers summed together; more octaves add finer detail. no
Lacunarity (lacunarity) float [1, 4] 2 How much finer each octave is than the one before it; higher values widen the gap between coarse and fine detail. no
Gain (gain) float [0, 1] 0.5 How much each finer octave contributes; higher values make the fine detail rougher and more pronounced. no
Bias (bias) float [0, 2] 0.7 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

Layer contract

Reads and writes the height layer.

Behaviour

Wavelength is a real size. A 500 m feature stays 500 m when the world extent changes, so growing the world gives you more ground at the same scale rather than the same terrain stretched over it.