Rift Node
Rift is a procedural primitive used to represent a conceptualized geological rift or elongated depression with configurable radial profiles, slopes, and bottom shaping.

Category
Primitive/Geological
Inputs
| Name | Type | Description |
|---|---|---|
| dr | VirtualArray | Optional noise field used to locally modulate the rift radius. |
| envelope | VirtualArray | Heightmap used as a post-process amplitude multiplier for the generated noise. |
| offset | VirtualArray | Optional noise field used to locally offset the rift axis position. |
Outputs
| Name | Type | Description |
|---|---|---|
| output | VirtualArray | Generated rift heightmap. |
| rift_mask | VirtualArray | Mask representing the spatial extent and influence of the rift structure. |
Parameters
| Name | Type | Description |
|---|---|---|
| Angle | Float | Orientation angle of the rift axis in degrees. |
| Axial Slope | Float | Longitudinal slope applied along the rift axis. |
| Bottom Depth | Float | Additional depth contribution applied to the inner bottom region of the rift. |
| Bottom Extent | Float | Relative width of the inner bottom region inside the rift. |
| Bottom Profile | Enumeration | Profile function used to shape the bottom region of the rift. |
| Bottom Profile Sharpness | Float | Additional shaping parameter associated with the selected bottom profile. |
| Center | Vec2Float | Reference center within the heightmap. |
| Depth | Float | Overall depth amplitude of the rift. |
| Activate | Bool | Enables or disables the built-in drainage noise. If an external noise input is provided, it overrides this default noise. |
| Spatial Frequency | Float | Base spatial frequencies in the X and Y directions. |
| Amplitude | Float | Noise amplitude. |
| Type | Enumeration | Noise type. |
| 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. |
| Smoothness | Float | Controls the resulting smoothness of the fractal layering process. |
| Outer Slope | Float | Controls the steepness of the outer falloff surrounding the rift. |
| 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. |
| Profile | Enumeration | Profile function used to shape the outer rift cross-section. |
| Profile Sharpness | Float | Additional shaping parameter associated with the selected outer profile. |
| Radius | Float | Half-width of the rift in normalized domain units. |
| Scale Radius with Depth | Bool | If enabled, the rift radius and related features scale proportionally with the depth value. |
Example
No example yet
No example available for this node.