Generators
RustEdit ProThe nodes in the Generators category of the Terrain Graph's Add Node menu. Round sockets carry maps and square sockets carry single values. See Graph editor.
Constant
A flat field of one value.
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| Value | Number | 0.5 | The value of every pixel. The slider goes from 0 to 1, but a wired value can be any number. Slider from 0 to 1. |
Outputs
| Output | Kind |
|---|---|
| Out | Map. The result this node produces. |
Linear Gradient
Directional ramp from 0 to 1.
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| Angle | Number | 0 | Which way the ramp climbs, in degrees. 0 climbs from the left edge to the right edge, 90 from the bottom edge to the top. Slider from 0 to 360. |
Outputs
| Output | Kind |
|---|---|
| Out | Map. The result this node produces. |
Noise
Fractal 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.
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| Style | Choice | Rust | Rust: Rust's own noise generator. Unity: Unity Terrain Tools' noise, the same as the terrain tools' Noise filter and Noise tool. Options: Rust, Unity. |
| Basis | Choice | Perlin | The kind of noise that each octave is made of. Options: Perlin, Simplex, Ridged, Billow, Cellular, Sharp, Jordan, Ridge Warp. |
| Scale | Number | 800 | The size of the biggest noise features, in meters. Bigger values make wider hills and valleys. |
| Octaves | Whole number | 5 | How many layers of noise are added, each finer than the one before. More layers add more small detail. Slider from 1 to 12. |
| Lacunarity | Number | 2 | How much finer each octave is than the one before. 2 makes each octave twice as fine. Slider from 1 to 4. |
| Persistence | Number | 0.5 | How much weaker each octave is than the one before. Lower values give smoother noise, higher values rougher noise. Slider from 0 to 1. |
| Seed Offset | Whole number | 0 | Change it to get a different random noise. Only used when Random Offset is on. |
| Amplitude | Number | 1 | Multiplies the result. |
| Normalize | On or off | On | On: the result is fitted into 0 to 1. Off: the plain sum of the octaves, the value Rust works with. |
| Warp | Number | 1 | Jordan and Ridge Warp only. How far each octave is pushed along the slopes before it. Rust uses 1 for Jordan and 0.25 for Ridge Warp. Shows only with some settings. |
| Damp | Number | 1 | Jordan only. How much steep slopes build up to quieten the next octaves. Shows only with some settings. |
| Damp Scale | Number | 1 | Jordan only. How strongly that build up quietens the next octaves. Shows only with some settings. |
| Offset X | Number | 0 | Shifts the noise across the map, in metres. Wire in a Seed Random set to Offset to use one of Rust's layer offsets. |
| Offset Z | Number | 0 | Shifts the noise up the map, in metres. Wire in a Seed Random set to Offset to use one of Rust's layer offsets. |
| Noise Type | Choice | Perlin | The base noise. Options: Perlin, Billow, Ridge, Value, Voronoi. Shows only with some settings. |
| Fractal | Choice | Fbm | How octaves of the base noise are stacked. Options: Fbm, Strata, None. Shows only with some settings. |
| Fractal Octaves | Number | 8 | How many octaves. A fraction blends toward one more. Slider from 0 to 16. Shows only with some settings. |
| Fractal Amplitude | Number | 0.5 | The first octave's strength. Each octave after is Persistence times as strong. Slider from 0 to 1. Shows only with some settings. |
| Fractal Persistence | Number | 0.5 | How much weaker each octave is than the one before. Slider from 0 to 1. Shows only with some settings. |
| Frequency | Number | 1 | The first octave's frequency. Each octave after is Lacunarity times as fine. Slider from 0 to 2. Shows only with some settings. |
| Fractal Lacunarity | Number | 2 | How much finer each octave is than the one before. Slider from 0 to 4. Shows only with some settings. |
| Strata Offset | Number | 0 | Shifts the bands. Shows only with some settings. |
| Strata Scale | Number | 1 | Higher makes more bands. Shows only with some settings. |
| Domain Warp | On or off | Off | Bends the noise by itself, for swirls and turbulence. Shows only with some settings. |
| Warp Iterations | Number | 1 | How many times the noise bends itself. Slider from 0 to 8. Shows only with some settings. |
| Warp Strength | Number | 0.5 | How far each bend pushes. Slider from -2 to 2. Shows only with some settings. |
| Warp Offset X | Number | 2.5 | Moves where the warp reads its noise. Change it for a different warp pattern. Shows only with some settings. |
| Warp Offset Y | Number | 1.4 | Moves where the warp reads its noise. Change it for a different warp pattern. Shows only with some settings. |
| Warp Offset Z | Number | 3.2 | Moves where the warp reads its noise. Change it for a different warp pattern. Shows only with some settings. |
| Translate X | Number | 0 | Moves the noise, in noise units of 512 metres. Shows only with some settings. |
| Translate Y | Number | 0 | Moves the noise through its third axis, which changes the pattern. Shows only with some settings. |
| Translate Z | Number | 0 | Moves the noise, in noise units of 512 metres. Shows only with some settings. |
| Rotate X | Number | 0 | Tilts the noise around the X axis, in degrees, which changes the pattern. Slider from 0 to 360. Shows only with some settings. |
| Rotate Y | Number | 0 | Turns the noise on the map. Slider from 0 to 360. Shows only with some settings. |
| Rotate Z | Number | 0 | Tilts the noise around the Z axis, in degrees, which changes the pattern. Slider from 0 to 360. Shows only with some settings. |
| Scale X | Number | 5 | Noise cells in every 512 metres across the map. Shows only with some settings. |
| Scale Y | Number | 5 | Stretches the noise along its third axis. The map is a flat slice of the noise, so this has no effect. Shows only with some settings. |
| Scale Z | Number | 5 | Noise cells in every 512 metres up the map. Shows only with some settings. |
| Flip X | On or off | Off | Mirrors the noise from left to right. Shows only with some settings. |
| Flip Y | On or off | Off | Mirrors the noise along its third axis. The map is a flat slice of the noise, so this has no effect. Shows only with some settings. |
| Flip Z | On or off | Off | Mirrors the noise from top to bottom. Shows only with some settings. |
| Random Offset | On or off | On | On: every Noise node gets its own random shift from the graph seed and Seed Offset. Off: only Offset X and Z move it, as in Rust. |
| Size | Choice | Height | Which map's resolution the noise is made at. Rust makes each map's noise at that map's own size. Options: Height, Splat, Biome, Topology. |
Outputs
| Output | Kind |
|---|---|
| Out | Map. The result this node produces. |
Position
Each texel's place on the map, in metres or from -1 to 1, at Rust's pixel centres.
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| Size | Choice | Height | Which map's resolution to make the positions at. Options: Height, Splat, Biome, Topology. |
Outputs
| Output | Kind |
|---|---|
| X | Map. Metres across the map. |
| Z | Map. Metres up the map. |
| U | Map. Across the map from -1 to 1, 0 in the middle. |
| V | Map. Up the map from -1 to 1, 0 in the middle. |
Radial Gradient
Concentric falloff from a centre point.
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| Center X | Number | 0.5 | Where the center is across the map, from 0 at the left edge to 1 at the right edge. Slider from 0 to 1. |
| Center Y | Number | 0.5 | Where the center is up the map, from 0 at the bottom edge to 1 at the top edge. Slider from 0 to 1. |
| Radius | Number | 0.5 | How far from the center the value falls to 0, in map widths. 0.5 reaches the map edges from the middle. Slider from 0.01 to 1.5. |
| Falloff | Number | 1 | The shape of the slope. 1 makes a straight cone, above 1 a sharp peak, below 1 a round dome. Slider from 0.01 to 4. |
| Invert | On or off | Off | Flips the values: 0 at the center and 1 at the radius and beyond. |
Outputs
| Output | Kind |
|---|---|
| Out | Map. The result this node produces. |
Voronoi
Cellular / Worley noise.
Inputs
| Input | Kind | Default | Notes |
|---|---|---|---|
| Scale | Number | 500 | The size of the cells, in meters. Bigger values make fewer, larger cells. |
| Output | Choice | F1 | Which distance makes the value. F1 gives rounded cells, F2 - F1 gives sharp cell borders. Options: F1, F2, F2 - F1. |
| Invert | On or off | Off | Flips the values, so high becomes low. With F1, the cell centers become peaks instead of pits. |
| Seed Offset | Whole number | 0 | Change it to get a different random pattern of cells. |
Outputs
| Output | Kind |
|---|---|
| Out | Map. The result this node produces. |