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NoiseParberry Node

NoiseParberry, variant of NoiseFbm, is a Perlin noise based terrain generator from Ian Parberry, Tobler's First Law of Geography, Self Similarity, and Perlin Noise: A Large Scale Analysis of Gradient Distribution in Southern Utah with Application to Procedural Terrain Generation.

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Category

Primitive/Coherent

Inputs

Name Type Description
control VirtualArray Control parameter, acts as a multiplier for the weight parameter.
dx VirtualArray Displacement with respect to the domain size (x-direction).
dy VirtualArray Displacement with respect to the domain size (y-direction).
envelope VirtualArray Heightmap used as a post-process amplitude multiplier for the generated noise.

Outputs

Name Type Description
output VirtualArray Generated noise.

Parameters

Name Type Description
Spatial Frequency Wavenumber Base spatial frequencies in the X and Y directions. The frequencies are defined with respect to the entire domain: for example, kw = 2 produces two full oscillations across the domain width (and similarly for the Y direction).
Lacunarity Float The frequency scaling factor for successive noise octaves. Higher values increase the frequency of each successive octave.
mu Float Gradient magnitude exponent.
Octaves Integer The number of octaves for fractal noise generation. More octaves add finer details to the terrain.
Persistence Float The amplitude scaling factor for subsequent noise octaves. Lower values reduce the contribution of higher 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.
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.
Weight Float Controls how much higher FBM octaves contribute to the noise based on local elevation. A higher weight suppresses high-frequency octaves at low elevations and increases their influence at higher elevations, producing terrain where fine details appear mainly near peaks while lower areas remain smoother.

Example

No example yet

No example available for this node.