The Noise Generator is one of the most basic generators in MapMagic. It generates a fractal Perlin noise map that is widely used as a base for various map creation algorithms.
Input - if no input is specified, noise generator returns the pure noise. If input is specified, noise is added (+) above the input map.
Mask - a map that controls a generator’s level of intensity. It multiplies (*) the noise value with a mask value.
It is common for the Noise Generator to be used with no inputs connected, but in order to easily combine it with the other maps these 2 inputs are used. Connecting noise with an "Input" will result in applying noise additive, and with a "Mask" will multiply map with a noise.
Output - a noise map (if no input specified) or an input map with a noise added (if input specified).
Seed - a number used to initialize pseudo-random noise generator. If two generators use equal seed numbers the resulting pattern will be the same.
High (intensity)- sets the highest noise value. As the name says, consider it as the noise intensity.
High (intensity): 0.1, 0.5, 1
Low - sets the minimum noise value. All of the noise values generated lay within the Low-High range. You can increase this value to make the noise less contrast, or lower it below zero level to make the noise sharp.
Low: 0, 0.5, 0.9
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: 10, 100, 200
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, 0.4, 0.6
Turbulence - creates "bubbles" (positive) or "ridges" (negative).
Turbulence: 0, 1, -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.