Overview

This article provides a brief overview of World Creator's extensive noise functionality. The system is available in several different parts of World Creator (Base Shapes, Filters, Distributions), so the overall structure and all the options related to noise are explained in detail in this article to avoid overlapping information in each of the respective areas.


TABLE OF CONTENTS

Applications in World Creator

There are currently three areas of the World Creator where noise is used:


Biomes Base Shapes

In addition to the World Creator's base noise and the different biome types (such as Canyon, Cracks or Dunes), the Noise biome base shape gives you even more variety and customisation for your base terrain.


Filters

The filters in the Noise category offer you the typical blend modes such as addition and multiplication, as well as distortion and directional distortion while also giving you control over the level step at which they are applied.


Distributions

In addition to basic shapes and filters, you can also find the noises in distributions, which can be used for masking filters or other elements in the initial terrain creation step, as well as for materials during the texturing process.



Noise Types

World Creator offers a variety of different noises, each of which can add a great deal of detail to your terrains. The different types are all listed below


In the distributions you'll also find Worley noise, which is a legacy version of the new Voronoi noise. It's not listed below because it's not available in filters and base shapes.


Billow Noise
single billow noise
billow noise fbm
Gabor Noise
single gabor noise
gabor noise fbm
Perlin Noise
single perlin noise
perlin noise fbm
Phasor Noise
single phasor noise
phasor noise fbm
Ridged Noise
single ridged noise
ridged noise fbm
Simplex Noise
single simplex noise 
simplex noise fbm
Value Noise
single value noise 
value noise fbm
Voronoi Noise
single voronoi noise distance 
voronoi noise cells
voronoi noise distance fbm
voronoi noise distance to edge
Wave Noise
single wave noise
wave noise fbm
White Noise
single white noise


Fractal Type

The fractal type combines multiple octaves of noise at different frequencies and amplitudes to create a more detailed and refined overall result. 


fractal type - single
fractal  type - fbm
fractal type - ridged

Parameters

  • Octaves
    The number of octaves.


  • Lacunarity
    Increases/Decreases the frequency with each new octave.


  • Gain
    Reduces/increases the amplitude of each new octave.


  • Fine Detail (Ridged only)
    Adds in smaller scale detail.


Domain Warping

Domain Warping offsets the UVs used for noise generation with an additional noise, creating a warped pattern with stretching. The noise used for offsetting is a Perlin noise with multiple octaves depending on the warp mode, behaving similarly to fbm.


base single phasor noise
recursive domain warping
fixed domain warping 


Parameters

  • Warp Mode
    Allows you to switch between no warping, recursive or fixed domain warping. Recursive domain warping (as opposed to fixed) applies the domain warping offset to its own generation UVs, creating a more broken up offset with each octave.


  • Octaves
    The number of octaves.


  • Amplitude
    The strength of the warp.


  • Frequency
    The frequency of the warp.


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