Warp¶
modifier.warp · Filters · Mask-aware
Domain warp: pushes the height layer sideways by a noise field so straight features wander and regular shapes turn natural.
Purpose¶
Adds meandering irregularity to features that look too regular or machine-made. Warp displaces the terrain sideways rather than up, so it changes the shape of features without changing their height.
Inputs¶
inmask(optional)
Outputs¶
out
Parameters¶
| Parameter | Type | Range | Default | Unit | Description | Field-driven |
|---|---|---|---|---|---|---|
Amount (amount) |
float | [0, 100000] | 50 | m | no | |
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] | 4 | The number of noise layers summed together; more octaves add finer detail. | no | |
Seed (seed) |
int | [0, 2147483647] | 0 | The random seed; changing it regenerates a different variation of the same pattern. | no |
Layer contract¶
Honours a mask on its input, applying everywhere the mask is absent.
Behaviour¶
Wire the optional mask input to confine the warp to a selection: the displacement scales by the mask, so a Curvature selection of the ridgelines jitters only the ridges while the rest holds still. Where the mask is zero the terrain passes through unwarped, and a partial mask eases the warp in.
Wavelength is the warp field's own feature size, in world units: how far apart the swirls sit, as against amount, which is how far each one pushes. Both are real sizes, so a warp keeps its character when the world extent changes.