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Represents a composite generator of noise generators. Generators are used to define terrain height and shape through layered noise functions.

Core Properties

seed
long
required
The seed for this generator
zoom
number
default:"1"
The zoom or frequency.Constraints: Minimum 0.001
opacity
number
default:"1"
The opacity, essentially a multiplier on the output.Constraints: Minimum 0

Composite Configuration

composite
array<IrisNoiseGenerator>
default:"[]"
The list of noise gens this gen contains.
multiplicitive
boolean
default:"false"
Multiply the composites instead of adding them

Offset

offsetX
number
default:"0"
The offset to shift this noise x
offsetZ
number
default:"0"
The offset to shift this noise z

Interpolation

interpolator
IrisInterpolator
required
The interpolator to use when smoothing this generator into other regions & generators

Cliff Features

cliffHeightMin
number
default:"0"
Cliff Height Min. Disable with 0 for min and maxConstraints: 0-8192
cliffHeightMax
number
default:"0"
Cliff Height Max. Disable with 0 for min and maxConstraints: 0-8192
cliffHeightGenerator
IrisNoiseGenerator
default:"{}"
The noise gen for cliff height.

Cell Fracture

cellFractureHeight
number
default:"0"
The height of fracture cells. Set to 0 to disable
cellFractureZoom
number
default:"1"
The size of the cell fracturesConstraints: Minimum 0.001
cellFractureShuffle
number
default:"12"
Cell Fracture Coordinate ShufflingConstraints: Minimum 0
cellPercentSize
number
default:"0.75"
How big are the cells (X,Z) relative to the veins that touch them. Between 0 and 1. 0.1 means thick veins, small cells.Constraints: 0-1

JSON Example

{
  "seed": 1234567890,
  "zoom": 1.0,
  "opacity": 1.0,
  "multiplicitive": false,
  "offsetX": 0,
  "offsetZ": 0,
  "interpolator": {
    "function": "HERMITE",
    "horizontalScale": 48
  },
  "composite": [
    {
      "style": "SIMPLEX",
      "zoom": 1.0,
      "opacity": 1.0
    },
    {
      "style": "PERLIN",
      "zoom": 0.5,
      "opacity": 0.5
    }
  ],
  "cliffHeightMin": 0,
  "cliffHeightMax": 0,
  "cellFractureHeight": 0,
  "cellFractureZoom": 1.0,
  "cellFractureShuffle": 12,
  "cellPercentSize": 0.75
}

Usage Notes

Compositing Noise

Generators combine multiple noise functions through the composite array. By default, noise values are added together and normalized. Set multiplicitive to true to multiply noise values instead.

Cliff Generation

Cliffs create stepped terrain by quantizing height values. When cliffHeightMin and cliffHeightMax are both greater than 0, the generator will create distinct height bands:
{
  "cliffHeightMin": 4,
  "cliffHeightMax": 8,
  "cliffHeightGenerator": {
    "style": "SIMPLEX",
    "zoom": 0.25
  }
}

Cell Fracture

Cell fracture creates a cellular/voronoi pattern that can be used for plateaus or fractured terrain:
{
  "cellFractureHeight": 0.3,
  "cellFractureZoom": 2.0,
  "cellFractureShuffle": 16,
  "cellPercentSize": 0.85
}
A lower cellPercentSize creates thicker veins between cells.

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