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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

  • in
  • mask (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.