Skip to content

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.

img

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.