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Island Node

This function generates a procedural island heightmap from a binary land mask by combining a distance-based radial profile with fractal noise modulation.

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Category

Primitive/Geological

Inputs

Name Type Description
dr VirtualArray Input radial noise. Optional, if not set, the embedded default noise generator is used.
land_mask VirtualArray Binary mask defining the island’s footprint; nonzero pixels are considered land. Consider using the node IslandLandMask to generate this mask.

Outputs

Name Type Description
inland_mask VirtualArray Output buffer receiving a mask of inland pixels (non-coastal land).
out VirtualArray No description
water_depth VirtualArray Output water depth map representing flooded areas.

Parameters

Name Type Description
Elevation Scaling Factor Float Global elevation scale.
Smoothing Radius Float Radius of the smoothing filter applied to the distance transform with respect to a unit domain.
Smoothing Coefficient Float Smoothing factor applied to the final radial profile for continuity.
Lee-Side Amplitude Float Strength of lee-side erosion.
Lee-Side Angle Float Direction (angle) used to compute lee-side erosion.
Amplitude Float Overall amplitude of the noise added to the terrain surface.
Direction Angle Float Rotation angle of the noise field, allowing oriented terrain features.
Smoothing Coefficient Float Smoothing factor.
Spatial Frequency Wavenumber Base spatial frequencies in the X and Y directions.
Octaves Integer Number of FBM layers used to build the noise (more octaves means more detail).
Rugosity Float Persistence-like factor controlling roughness decay between FBM octaves.
Gain Float Mid-centered gain transformation applied to the elevation values. This is a non-linear recurve operator centered around the mid elevation (typically 0.5). Increasing the gain pushes values toward the minimum and maximum elevations, creating flatter low/high regions with a steeper transition around the midpoint.
Gamma Float Standard gamma correction applied to the elevation values. This is a monotonic power-law remapping that shifts emphasis toward low or high elevations, making the overall shape sharper or bulkier without changing its ordering.
Invert Output Bool Inverts the output values after processing, flipping low and high values across the midrange.
Remap Range Value range Linearly remaps the output values to a specified target range (default is [0, 1]).
Saturation Range Value range Modifies the amplitude of elevations by first clamping them to a given interval and then scaling them so that the restricted interval matches the original input range. This enhances contrast in elevation variations while maintaining overall structure.
Smoothing Radius Float Defines the radius for post-processing smoothing, determining the size of the neighborhood used to average local values and reduce high-frequency detail. A radius of 0 disables smoothing.
Radial Noise Intensity Float Strength of radial displacement noise applied to deform the island outline.
Radial Profile Gain Float Exponent controlling how quickly elevation falls off from center to shore.
Seed Random seed number Random seed number. The random seed is an offset to the randomized process. A different seed will produce a new result.
Apex Slope Float Slope at the summit.
Upper Slope Limit Float Maximum slope value allowed in the radial profile.
Lower Slope Limit Float Minimum slope value used in shaping the radial profile.
Slope Noise Intensity Float Amount of noise applied to locally vary the slope and break uniform gradients.
Shoreline Slope Float Slope at the shoreline.
Uplift Amplitude Float Amplitude of uplift deformation.
Water Decay Rate Float Water depth decay with the distance to the shoreline.
Water Depth Level Float Maximum deth of water.

Example

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Corresponding Hesiod file: Island.hsd. Use [Ctrl+I] in the node editor to import a hsd file within your current project.

Note

Example files are kept up-to-date with the latest version of Hesiod. If you find an error, please open an issue.

Screenshots

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