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Terrace Node

Applies a terracing effect to the input heightmap by quantizing elevation levels into discrete steps, optionally modulated by noise.

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Category

WIP/DEPRECATED

Inputs

Name Type Description
input VirtualArray The input heightmap to be transformed with terrace steps.
mask VirtualArray Mask defining the filtering intensity (expected in [0, 1]).
noise VirtualArray Optional noise map used to perturb the position of the terrace levels for a more natural look.

Outputs

Name Type Description
output VirtualArray Resulting heightmap after applying the terracing effect.

Parameters

Name Type Description
gain Float Controls the amplification of the terrace steps; higher values create steeper transitions between levels.
mask_activate Bool Enables or disables the internal mask. If the node's 'mask' input is connected, this setting is bypassed and the input mask is used instead.
mask_gain Float Controls the intensity or influence of the internal mask. Bypassed if the 'mask' input is connected.
mask_inverse Bool Inverts the internal mask, applying the operator where the mask is low. Ignored if a 'mask' input is provided.
mask_radius Float Defines the smoothing radius for the internal mask. A value of 0 disables smoothing. This is bypassed if the 'mask' input is used.
mask_type Choice Specifies how the internal mask is computed: 'Elevation' uses height, 'Gradient Norm' uses slope, and 'Elevation mid-range' selects the middle portion of the height range. This parameter is ignored when a 'mask' input is connected.
nlevels Integer Number of discrete elevation steps (terraces) to apply to the input heightmap.
noise_ratio Float Ratio between deterministic and noisy placement of terrace levels; 0 uses only uniform levels, 1 uses full noise-based variation.
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.

Example

No example yet

No example available for this node.