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MapMagic World Generator
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  • Denis Pahunov
  • MapMagic World GeneratorMapMagic World Generator
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    • Matrixgenerators
  • Noise

Last edited by Denis Pahunov Mar 03, 2020
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Noise

The Noise Generator is one of the most basic generators in MapMagic. It generates a fractal noise map that is widely used as a base for various map creation algorithms.

Use Cases:

Might be used to create the initial terrain height:

Or to add some detail on low-resolution heightmap that comes from Import or Simple Form generators:

As well as be used as a mask to define various areas, including biomes. In this case Noise node usually goes with Contrast and Blend nodes:

Or to mask objects, trees, biomes:

Inputs:

Initial generator (has no inputs).

Output:

Single output - a noise map, ranged from 0 to 1.

Properties:

  • Type:

    • Unity: the noise created with the standard Unity Mathf.PerlinNoise function. Mostly for the debug purpose.

    • Linear: for the fractals larger 1 linearly interpolates values between random values. If you turn off detail fractals you can notice the "flat" look, seems that this noise is made of planes. The fastest algorithm and is recommended to use in various masks.

    • Perlin, or bilinear: more advanced large fractal interpolation, that takes into account further random values.

    • Simplex: perlin filtration, but uses triangular (hexagon) noise points grid instead of the square ones. Since triangular grid is more dense than the square one, visual pattern of this noise type is a bit smaller and requires "Size" parameter adjustment. The slowest noise type, but suits best for the heightmap creation.

    Type: Unity, Linear, Perlin, Simplex

    Type with no detail (detail=0): Unity, Linear, Perlin, Simplex

  • Seed: a number used to initialize pseudo-random noise generator. If two generators use equal seed numbers the resulting pattern will be the same.

  • Intensity: sets the highest noise value.
    Intensity: 0.3, 0.6, 1, 1.5, 2

  • Size: this parameter determines the size of the biggest fractal. Noise above this value ceases to be fractal being a standard perlin noise. Lower size values result in a very homogeneous and predictable noise, while high values can create diverse noise and scenic heightmaps.
    Size: 50, 100, 200, 300, 400

    Here the same noise sizes generated with no detail to make the pattern visible

  • Detail: this parameter determines the big and small fractals’ bias. When the parameter is higher than 0.5 then small fractals have greater impact, which results in a more ‘noisy’ map. When parameter is below 0.5 small fractals are less significant than the big ones, which results in a smoother noise.
    Detail: 0, 0.25, 0.5, 0.75

  • Turbulence: creates "bubbles" (positive) or "ridges" (negative).
    Turbulence: 0, 0.25, 0.5, 0.75, 1

  • Offset: this parameter defines the noise pattern position, shifting it along the x and z axes. These values can be positive or negative. Offset applies to all of the terrains and sums with the terrain position, so the noise maps continue seamlessly on all the terrains.
    Offset Z: 0, 100, 200, 300, 400

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