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Terrain Graph Nodes

RustEdit Pro

Every node in the Terrain Graph's Add Node menu, by category. Click a node to see its inputs, outputs and settings. Nodes tells what each category is for.

Biome​

NodeWhat it does
Biome BaseFill the whole terrain with one biome.
Biome ClassifierHeat and moisture in, the five Rust biomes out.
Biome LayerPaint a biome through a mask.
Join BiomeBuild a biome field from one weight per biome.
Split BiomeBreak a biome field into one weight per biome.

Channels​

NodeWhat it does
Pack RGBACombine four masks into one RGBA wire.
Split RGBABreak an RGBA wire into four separate masks.

Combine​

NodeWhat it does
BlendMix two fields (add, multiply, max, overlay and more).
IfPick True or False for each pixel by comparing A with B or a threshold.
MixLerp between A and B by a mask or factor.

Erosion​

NodeWhat it does
FlowWhere rain water collects and runs: a flow map and a river mask.
Hydraulic ErosionPipe-model water erosion (rivers, gullies).
Thermal ErosionSlumps steep slopes toward a talus angle.

Filters​

NodeWhat it does
AmplitudeMultiply the field by a gain value.
ClampLimit values to a range.
ContrastBrightness and contrast around a pivot value.
CurveReshape values through a curve you draw.
FunctionAbs, sine, cosine, smoothstep or inverse lerp on every pixel.
InvertFlip values (1 - v).
LevelsSet the black and white points, bend the middle with gamma, and pick the output range.
NormalizeStretch values to fill 0..1.
Powerv -> pow(v, exponent).
QuantizeRound every pixel to a set number of levels.
RemapLinearly remap an input range to an output range.
SmoothBlur / soften the field.
TerraceStepped plateaus / strata.
TransformZoom / pan / rotate the field.
WarpDomain-warp the field for organic distortion.

Generators​

NodeWhat it does
ConstantA flat field of one value.
Linear GradientDirectional ramp from 0 to 1.
NoiseFractal noise. Rust style: Perlin, Simplex, Ridged, Billow, Cellular, Sharp, Jordan or Ridge Warp; Simplex and the kinds built on it match Rust. Unity style: Unity Terrain Tools' noise with all its settings, the same as the terrain tools' Noise filter and Noise tool.
PositionEach texel's place on the map, in metres or from -1 to 1, at Rust's pixel centres.
Radial GradientConcentric falloff from a centre point.
VoronoiCellular / Worley noise.

Landforms​

NodeWhat it does
BeachFlatten low land by the sea into a gently rising beach, and mask where it is.
LedgeAdd a cliff step at a chosen height. An optional mask limits where it happens.

Masks​

NodeWhat it does
CavityPicks out dips and bumps by comparing each point with its surroundings.
DirectionHow directly each slope faces a light from a chosen direction.
DistanceHow far each point is from a mask, in metres, outside and inside it.
Grow / ShrinkWiden or narrow a mask by some metres, with a soft edge.
Height SelectMask a height band with soft edges.
NormalWhich way the ground faces at each point, worked out the way Rust does it.
Sea LevelLand, underwater and shoreline masks around sea level (world height 0).
SlopeSteepness of the terrain as a 0..1 field.
Slope SelectMask a slope band with soft edges.

Output​

NodeWhat it does
Terrain OutputFinal terrain result (height, splat, biome, topology).

Source​

NodeWhat it does
Current MapThe open map's height, splat, biome and topology, to build on.
Spline MaskThe open map's splines as a mask, and their height. Needs RustEdit Pro.
TextureLoad an image; outputs all four channels as one RGBA wire, plus R, G, B, A and greyscale separately.

Splat​

NodeWhat it does
Join SplatBuild the 8 splat layers from two RGBA wires.
Splat BaseFill the whole terrain with one splat layer.
Splat LayerPaint a splat layer through a mask.
Split SplatBreak the 8 splat layers into two RGBA wires.

Topology​

NodeWhat it does
Topology Flood FillFlag every cell reachable from a start point, the way Rust finds the mainland.
Topology LayerPaint one topology flag through a mask.
Topology MaskRead one topology flag back out as a mask.
Topology MergeCombine two topology stacks.
Topology SpreadSet a flag on cells near other flags, the way Rust spreads beachside, oceanside and forestside.

Utility​

NodeWhat it does
Field SwitchPass on one of two fields, chosen by a condition. Handy for trying two versions of a graph.
Graph SeedThe master seed for every random node in the graph. Change it for a new map.
ResampleMake a field the size of another map, reading it the way Rust does.
Seed RandomOne number from a seed's random chain. Chain Next Seed into the next one. Seed 0 uses the Graph Seed.
World SizeThe open map's width and terrain height, in metres.

Value​

NodeWhat it does
BoolA constant boolean, drivable and shareable.
Clamp ValueKeep a value between Min and Max.
CompareCompare two values: on or off.
FloatA constant float, drivable and shareable.
IntA constant integer, drivable and shareable.
LerpBlend between two values.
MathCombine two values (add, multiply, min, max and more).
RandomA random number between Min and Max that only changes when the seed does.
SwitchPass on one of two values, chosen by a condition.