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Generators

RustEdit Pro

The 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

InputKindDefaultNotes
ValueNumber0.5The 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

OutputKind
OutMap. The result this node produces.

Linear Gradient​

Directional ramp from 0 to 1.

Inputs

InputKindDefaultNotes
AngleNumber0Which 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

OutputKind
OutMap. 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

InputKindDefaultNotes
StyleChoiceRustRust: Rust's own noise generator. Unity: Unity Terrain Tools' noise, the same as the terrain tools' Noise filter and Noise tool. Options: Rust, Unity.
BasisChoicePerlinThe kind of noise that each octave is made of. Options: Perlin, Simplex, Ridged, Billow, Cellular, Sharp, Jordan, Ridge Warp.
ScaleNumber800The size of the biggest noise features, in meters. Bigger values make wider hills and valleys.
OctavesWhole number5How many layers of noise are added, each finer than the one before. More layers add more small detail. Slider from 1 to 12.
LacunarityNumber2How much finer each octave is than the one before. 2 makes each octave twice as fine. Slider from 1 to 4.
PersistenceNumber0.5How much weaker each octave is than the one before. Lower values give smoother noise, higher values rougher noise. Slider from 0 to 1.
Seed OffsetWhole number0Change it to get a different random noise. Only used when Random Offset is on.
AmplitudeNumber1Multiplies the result.
NormalizeOn or offOnOn: the result is fitted into 0 to 1. Off: the plain sum of the octaves, the value Rust works with.
WarpNumber1Jordan 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.
DampNumber1Jordan only. How much steep slopes build up to quieten the next octaves. Shows only with some settings.
Damp ScaleNumber1Jordan only. How strongly that build up quietens the next octaves. Shows only with some settings.
Offset XNumber0Shifts the noise across the map, in metres. Wire in a Seed Random set to Offset to use one of Rust's layer offsets.
Offset ZNumber0Shifts the noise up the map, in metres. Wire in a Seed Random set to Offset to use one of Rust's layer offsets.
Noise TypeChoicePerlinThe base noise. Options: Perlin, Billow, Ridge, Value, Voronoi. Shows only with some settings.
FractalChoiceFbmHow octaves of the base noise are stacked. Options: Fbm, Strata, None. Shows only with some settings.
Fractal OctavesNumber8How many octaves. A fraction blends toward one more. Slider from 0 to 16. Shows only with some settings.
Fractal AmplitudeNumber0.5The first octave's strength. Each octave after is Persistence times as strong. Slider from 0 to 1. Shows only with some settings.
Fractal PersistenceNumber0.5How much weaker each octave is than the one before. Slider from 0 to 1. Shows only with some settings.
FrequencyNumber1The first octave's frequency. Each octave after is Lacunarity times as fine. Slider from 0 to 2. Shows only with some settings.
Fractal LacunarityNumber2How much finer each octave is than the one before. Slider from 0 to 4. Shows only with some settings.
Strata OffsetNumber0Shifts the bands. Shows only with some settings.
Strata ScaleNumber1Higher makes more bands. Shows only with some settings.
Domain WarpOn or offOffBends the noise by itself, for swirls and turbulence. Shows only with some settings.
Warp IterationsNumber1How many times the noise bends itself. Slider from 0 to 8. Shows only with some settings.
Warp StrengthNumber0.5How far each bend pushes. Slider from -2 to 2. Shows only with some settings.
Warp Offset XNumber2.5Moves where the warp reads its noise. Change it for a different warp pattern. Shows only with some settings.
Warp Offset YNumber1.4Moves where the warp reads its noise. Change it for a different warp pattern. Shows only with some settings.
Warp Offset ZNumber3.2Moves where the warp reads its noise. Change it for a different warp pattern. Shows only with some settings.
Translate XNumber0Moves the noise, in noise units of 512 metres. Shows only with some settings.
Translate YNumber0Moves the noise through its third axis, which changes the pattern. Shows only with some settings.
Translate ZNumber0Moves the noise, in noise units of 512 metres. Shows only with some settings.
Rotate XNumber0Tilts the noise around the X axis, in degrees, which changes the pattern. Slider from 0 to 360. Shows only with some settings.
Rotate YNumber0Turns the noise on the map. Slider from 0 to 360. Shows only with some settings.
Rotate ZNumber0Tilts the noise around the Z axis, in degrees, which changes the pattern. Slider from 0 to 360. Shows only with some settings.
Scale XNumber5Noise cells in every 512 metres across the map. Shows only with some settings.
Scale YNumber5Stretches 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 ZNumber5Noise cells in every 512 metres up the map. Shows only with some settings.
Flip XOn or offOffMirrors the noise from left to right. Shows only with some settings.
Flip YOn or offOffMirrors 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 ZOn or offOffMirrors the noise from top to bottom. Shows only with some settings.
Random OffsetOn or offOnOn: 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.
SizeChoiceHeightWhich 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

OutputKind
OutMap. 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

InputKindDefaultNotes
SizeChoiceHeightWhich map's resolution to make the positions at. Options: Height, Splat, Biome, Topology.

Outputs

OutputKind
XMap. Metres across the map.
ZMap. Metres up the map.
UMap. Across the map from -1 to 1, 0 in the middle.
VMap. Up the map from -1 to 1, 0 in the middle.

Radial Gradient​

Concentric falloff from a centre point.

Inputs

InputKindDefaultNotes
Center XNumber0.5Where the center is across the map, from 0 at the left edge to 1 at the right edge. Slider from 0 to 1.
Center YNumber0.5Where the center is up the map, from 0 at the bottom edge to 1 at the top edge. Slider from 0 to 1.
RadiusNumber0.5How 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.
FalloffNumber1The 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.
InvertOn or offOffFlips the values: 0 at the center and 1 at the radius and beyond.

Outputs

OutputKind
OutMap. The result this node produces.

Voronoi​

Cellular / Worley noise.

Inputs

InputKindDefaultNotes
ScaleNumber500The size of the cells, in meters. Bigger values make fewer, larger cells.
OutputChoiceF1Which distance makes the value. F1 gives rounded cells, F2 - F1 gives sharp cell borders. Options: F1, F2, F2 - F1.
InvertOn or offOffFlips the values, so high becomes low. With F1, the cell centers become peaks instead of pits.
Seed OffsetWhole number0Change it to get a different random pattern of cells.

Outputs

OutputKind
OutMap. The result this node produces.