World Blender - Advanced Landscape Generator (Blender 4.1 Or Newer)
World Blender Documentation
General info:
The World Blender’s landscape can store multiple height channels such as “bed rock” or “water”. The default height channel is “height”. Many nodes have a height channel input so that you can create your custom height channel, if left empty, the height channel inputs will use the default height channel.
Many nodes have pass through outputs which simply pass through the value of the input slots. You can use the pass through outputs to reuse the information from the previous nodes to make a cleaner node graph.
Node types
World Blender comes with several types of nodes:
Creation nodes: Nodes that start with C are creation nodes. These nodes create new landscapes.
Displacement nodes: Nodes that start with D are displacement nodes. These nodes will process the height channels within the landscape and displace the landscape to the final shape.
Helper nodes: Nodes that start with H are helpers nodes. These nodes carry out various operations on the landscape.
Utility nodes: Nodes that start with U are utility nodes. These nodes mostly deal with the attributes and query data from the landscape.
Texture nodes: Nodes that start with T are texture nodes. These nodes will generate textures to use as masks or any other purpose you may think of.
System nodes: Nodes that start with X are system nodes. These nodes are used within the other nodes to carry out various math operations. As an end user, you can simply ignore these nodes.
C - Create landscape:
Input:
Size X/Y: Set the size for the landscape.
Resolution: The number of vertices of the longer side of the landscape.
Viewport reduce: Reduce the resolution of the landscape in the viewport.
Output:
Landscape: The landscape mesh.
C - Object to landscape:
Input:
Ground height: Set the ground level, the object will then be projected onto the ground.
Margin: Extend the landscape around the bounding space of the object.
Resolution: The number of vertices of the longer side of the landscape.
Viewport reduce: Reduce the resolution of the landscape in the viewport.
Allow Negative: Allow the underground part of the object to be projected onto the ground as well.
Height channel: put in any name to create a custom height channel and store the height data in this channel. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
C - Landscape from image
Input:
Image: Open image file to use as the displacement map.
Size X/Y: Set the size for the landscape.
Resolution: The number of vertices of the longer side of the landscape.
Viewport reduce: Reduce the resolution of the landscape in the viewport.
Height scale: Scale the height data from the image.
Height offset: Additional height for the landscape.
Height channel: put in any name to create a custom height channel and store the height data in this channel. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
D - Chip displacement
Use the Fractal chip texture to displace the landscape.
Input:
Landscape: Input the landscape.
Vector: The texture coordinate of the texture. By default, the landscape will use the internal texture coordinate.
W: Randomly change the texture.
X/Y: Move the texture along the ground plane.
Size: The size of the texture.
Fractal step size: The scale ratio between the levels of details.
Randomness: The randomness of the texture.
Detail: The levels of details of the texture, maximum level is 6, minimum is 1.
2D texture: Turn on to use 2D texture, turn off to use 3D texture.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Normalize: Expect 0-1 values or texture. Normalize the texture to 0-1 range before carrying out any other math operation. This allows a more predictable height range but the texture will become slower to process, especially for high resolution landscapes.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Vector pass through: Pass through the vector input.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Crack displacement
Create cracks on the landscape.
Input:
Landscape: Input the landscape.
Vector: The texture coordinate of the texture. By default, the landscape will use the internal texture coordinate.
W: Randomly change the texture.
X/Y: Move the texture along the ground plane.
Size: The size of the texture.
Fractal step size: The scale ratio between the levels of details.
Randomness: The randomness of the texture.
Detail: The levels of details of the texture, maximum level is 6, minimum is 1.
Spread: Spread the crack.
2D texture: Turn on to use 2D texture, turn off to use 3D texture.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Vector pass through: Pass through the vector input.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Noise displacement
Use the simple noise texture to displace the landscape.
Input:
Landscape: Input the landscape.
Vector: The texture coordinate of the texture. By default, the landscape will use the internal texture coordinate.
W: Randomly change the texture.
X/Y: Move the texture along the ground plane.
Size: The size of the texture.
Detail: The levels of details of the texture, maximum level is 6, minimum is 1.
Roughness: The roughness of the texture.
Distortion: Distort the texture.
2D texture: Turn on to use 2D texture, turn off to use 3D texture.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Normalize: Expect 0-1 values or texture. Normalize the texture to 0-1 range before carrying out any other math operation. This allows a more predictable height range but the texture will become slower to process, especially for high resolution landscapes.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Vector pass through: Pass through the vector input.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Ridge displacement
Use the Fractal ridge texture to displace the landscape.
Input:
Landscape: Input the landscape.
Vector: The texture coordinate of the texture. By default, the landscape will use the internal texture coordinate.
W: Randomly change the texture.
X/Y: Move the texture along the ground plane.
Size: The size of the texture.
Fractal step size: The scale ratio between the levels of details.
Detail: The levels of details of the texture, maximum level is 6, minimum is 1.
2D texture: Turn on to use 2D texture, turn off to use 3D texture.
Reverse: Invert the details.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Normalize: Expect 0-1 values or texture. Normalize the texture to 0-1 range before carrying out any other math operation. This allows a more predictable height range but the texture will become slower to process, especially for high resolution landscapes.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Vector pass through: Pass through the vector input.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Voronoi displacement
Use the Fractal ridge texture to displace the landscape.
Input:
Landscape: Input the landscape.
Vector: The texture coordinate of the texture. By default, the landscape will use the internal texture coordinate.
W: Randomly change the texture.
X/Y: Move the texture along the ground plane.
Size: The size of the texture.
Fractal step size: The scale ratio between the levels of details.
Randomness: The randomness of the texture.
Detail: The levels of details of the texture, maximum level is 6, minimum is 1.
2D texture: Turn on to use 2D texture, turn off to use 3D texture.
Reverse: Invert the details.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Normalize: Expect 0-1 values or texture. Normalize the texture to 0-1 range before carrying out any other math operation. This allows a more predictable height range but the texture will become slower to process, especially for high resolution landscapes.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Vector pass through: Pass through the vector input.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Gradient displacement
Create a simple gradient displacement for the landscape.
Input:
Landscape: Input the landscape.
Vector: The texture coordinate of the texture. By default, the landscape will use the internal texture coordinate.
Size: The size of the gradient.
Offset: Move the gradient along its direction.
Direction: The direction of the gradient.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Vector pass through: Pass through the vector input.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Radial displacement
Create a radial displacement for the landscape.
Input:
Landscape: Input the landscape.
Vector: The texture coordinate of the texture. By default, the landscape will use the internal texture coordinate.
Size: The size of the gradient.
X/Y scale: Scale the circle shape.
X/Y Offset: Move the circle shape.
Angle: Rotate the circle shape. This option is only visible when the X/Y scales are not uniform.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Vector pass through: Pass through the vector input.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Wave displacement
Create a wave displacement for the landscape.
Input:
Landscape: Input the landscape.
Vector: The texture coordinate of the texture. By default, the landscape will use the internal texture coordinate.
Size: The size of the gradient.
Offset: Move the wave along its direction.
Direction: The direction of the texture.
Wave type: Select the type of wave. 1 for saw waves, 2 for linear up and down waves, 3 for sine waves.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Vector pass through: Pass through the vector input.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Height from Object
Project an object onto the landscape and turn it into displacement for the landscape.
Input:
Landscape: Input the landscape.
Object: Input the object to make into a height channel.
Add/Replace: The height data from the object is added or replaced the existing height.
Allow negative projection: Allow the underground parts of the object to be projected onto the landscape.
Scale: Scale the height data of the object before mixing it with the existing height data.
Offset: Add more height to the entire texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Image displacement
Open an image file and use it as a displacement map for the landscape.
Input:
Landscape: Input the landscape.
Image: Open image file to use as the displacement map.
Height scale: Scale the height data from the image.
Height offset: Additional height for the landscape.
X/Y scale: Set the size for the image texture.
X/Y offset: Move the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Shape displacement
Use a spline or a flat object as the shape for the displacement.
Input:
Landscape: Input the landscape.
Shape: Input the shape object.
Use Edges/Faces: Use the edges or the faces of the shape to evaluate the distance and create the displacement texture.
Spread: Spread the displacement from the shape object.
Mix mode: Decide how the texture is combined with the existing height channel of the landscape. 1 for Add, 2 for Subtract, 3 for Max, 4 for Min, 5 for Multiply, 6 for Divide.
Height: Set the height for the texture. This texture will then be combined with the existing height channel using one of the 6 mix modes.
Height offset: Add more height to the entire texture.
Clamp min: Expect 0-1 values or texture. Clamp the minimum value of the texture before mixing with the existing height channel.
Min: If Clamp min is set to 1, this value will be the minimum value of the texture.
Clamp max: Expect 0-1 values or texture. Clamp the maximum value of the texture before mixing with the existing height channel.
Min: If Clamp max is set to 1, this value will be the maximum value of the texture
Steepness: Set the steepness for the texture.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: put in any name to create a custom height channel and store the height data in this channel. If the channel already existed, then the texture is combined with the existing data. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Uniform terrace
Break the landscape into uniform layers.
Input:
Landscape: Input the landscape.
Step size: Set the height for the terrace layers.
Offset: Move the break points up or down.
Steepness: Set the steepness for the layers.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: The height channel to be processed by the node. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Random terrace
Break the landscape layers of random thickness.
Input:
Landscape: Input the landscape.
W: Randomly change the layer thickness.
Size: The overall thickness of the layers.
Offset: Move the break points up or down.
Smoothness: The smoothness of the transition between layers.
Randomness: The randomness of the layer thickness.
Steepness: Set the steepness for the layers.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: The height channel to be processed by the node. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Blend height
Blend the height channel 2 into height channel 1. This node is similar to a maximum operation between 2 height channels but it produces a smooth blend instead of a sharp blend of the maximum operation.
Input:
Landscape: Input the landscape.
Height 1: The main height channel.
Height 2: The secondary height channel to blend into the height channel 1.
Blend distance: The distance at which the 2 height channels blend together.
Remove height 2: Remove the height channel 2 after blending.
Output:
Landscape: The landscape mesh.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Set height
Set a constant height for the landscape.
Input:
Landscape: Input the landscape.
Height: The height to set the landscape.
Add/Replace: Add or replace the height value into the existing height data.
Mask: Expects 0-1 values or texture to control the influence of the node.
Height channel: The height channel to be processed by the node. Leave this input slot empty if you want to use the default height channel.
Output:
Landscape: The landscape mesh.
Mask pass through: Pass through the value of the mask input.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
D - Erosion
This one node is the heart of the landscape creation process. Simulate the flow of water and wind to break down the rock and turn the debris into dirt, then simulate the process of dirt falling down the slope as well as the water taking away the dirt.
WARNING: For high resolution landscapes, this node is very slow and consumes a lot of memory.
Input:
Landscape: Input the landscape.
Water amount: The amount of water that flows through the landscape and erodes the rock. More water will make larger cuts on the rock, however, too much water will cause the water to be stagnant and not erode the rock at all.
Water spread: Set to 1 to spread the water naturally from a high point to the lower neighbor points. Set to 0 to force the water to flow more to the lowest neighbor point and ignore other low points.
Evaporation rate: Make the water evaporate every iteration of the simulation.
Debris carrying capacity: The amount of debris being carried down the mountains by the water.
Debris loss: The amount of debris that was lost over time.
Debris protects rock: The protection power of the debris. The debris sits on top of the rock and protects it from being eroded by the water.
Erosive power: The erosive power of the water.
Rock hardness: Resist the erosion of the water. Set to 1 to completely prevent the rock from being eroded.
Wear expansion: Expands the cuts on the rock over time.
Rock break: The amount of rock that breaks over time, even without the water erosion.
Debris expansion: The expansion of the rock after it was turned into debris. Set to 1 to make 1 meter of rock to turn into 1 meter of debris.
Debris rest angle: The angle at which the debris stops sliding down the slope.
Debris slide rate: The speed at which the debris slides down the slope. High value can cause incorrect simulation.
Wind erosion: Break down the sharp edges of the rock over time regardless of the water.
Rest iterations: At the end of the erosion cycles, let the remaining water and debris fall down naturally. Maximum 16 iterations.
Use slope factor: Allow the angle of the slope to influence the erosive power of the water.
Height channel: The height channel you want to erode.
Activate: Turn the erosion node on or off. It is recommended that you turn off the erosion node while editing the values then turn it back on once you’ve done the editing.
Output:
Landscape: The landscape mesh.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
Generated data:
bed rock: The bed rock layer.
debris: The debris layer.
water: The water layer.
flow: The path that the water flows during the final simulation cycle.
nflow: The path that the water flows during the entire simulation, this attribute is more blurry than the “flow” attribute.
Wear: The amount of rock that was removed from the bed rock.
Note: The final height information is the sum of the “bed rock” and “debris” attributes. If you add the water attribute to the height, you will get the lakes as well as the flowing water.
D - Hydro simulation
Simulate water within your landscape. This node removes the water from the Erosion node and adds new water to simulate at a higher quality. Use a temperature map to control where to freeze the water and where to melt the snow.
WARNING: For high resolution landscapes, this node is very slow and consumes a lot of memory.
Input:
Landscape: Input the landscape.
Water amount: The amount of water that flows through the landscape
Water flow rate: The flow rate of the water. High value can cause incorrect simulation.
Evaporation rate: Make the water evaporate every iteration of the simulation.
Water over time: Turn on to continuously add more water during the simulation. Turn off to only add water at the beginning of the simulation.
Temperature: Set the temperature for the landscape. The water will melt, vaporize or freeze, depending on the temperature.
Freezing point: The temperature at which the water freezes or melts.
Freezing rate: The rate at which the water freezes, lower temperature will also increase the freezing rate.
Melting rate: The rate at which the water melts, higher temperature will also increase the melting rate.
Ice expansion: Ice takes a larger volume than its liquid form, this parameter sets the ratio of expansion when the water turns into ice.
Snow rest angle: The angle at which the snow stops sliding down the slope.
Snow slide rate: The rate at which the snow slides down the slope. High value can cause incorrect simulation.
Snow stickiness: Let the snow stick to the ground and resist the gravity.
Height channel: The height channel you want to use as the base to simulate the water/snow.
Activate: Turn the Hydro simulation node on or off. It is recommended that you turn off the Hydro simulation node while editing the values then turn it back on once you’ve done the editing.
Output:
Landscape: The landscape mesh.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
Generated data:
water: The water layer.
flow: The path that the water flows during the final simulation cycle.
nflow: The path that the water flows during the entire simulation, this attribute is more blurry than the “flow” attribute.
snow: The snow layer.
Note: The final height information is the sum of the input height attribute and the snow attribute. If you add the water attribute to the height, you will get the lakes as well as the flowing water.
U - Blur attribute
Blur a particular attribute.
Input:
Geometry: Input the mesh type geometry.
Attribute: The name of the attribute to blur.
Filter strength: The strength of the blur.
Output:
Geometry: The geometry with the blurred attribute.
U - Expand attribute
Expand a particular attribute.
Input:
Geometry: Input the mesh type geometry.
Attribute: The name of the attribute to expand.
Filter strength: The strength of the expansion.
Output:
Geometry: The geometry with the expanded attribute.
U - Global texture coord
Generate the global texture coordinate using a particular height channel.
Input:
Height channel: The height channel to be used to generate the global texture coordinate.
Output:
Vector: The global texture coordinate.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
U - Local texture coord
Generate the local texture coordinate using a particular height channel.
Input:
Height channel: The height channel to be used to generate the global texture coordinate.
2D/3D: Generate the 2D or 3D texture coordinate.
Output:
Vector: The global texture coordinate.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
Note: The “H - Warp landscape” helper node will warp the X and Y dimensions of the local texture coordinate.
U - Landscape normal
If you input a landscape and turn on “Regenerate”, this node will regenerate the normal data and store in a vector attribute named “N”. If “Regenerate” is turned off, this node will pass through the landscape.
Input:
Landscape: Input the landscape.
Regenerate: Regenerate the normal data and store it into a vector attribute named “N”.
Output:
Landscape: The landscape mesh.
Vertex normal: The same as querying the N attribute.
U - Landscape info
Extract some information from the landscape.
Input:
Landscape: Input the landscape.
Output:
X: The number of vertices along the X dimension.
X -1: The X resolution minus 1.
Y: The number of vertices along the Y dimension.
Y -1: The Y resolution minus 1.
Count: The total number of vertices.
Count -1: The total number of vertices minus 1.
Resolution: Number of vertices of the longer dimension.
Edge length: The 2D length of the edges of the landscape mesh.
Diagonal length: The 2D distance of diagonal vertices.
U - Landscape statistic
Some statistics about the landscape.
Input:
Landscape: Input the landscape.
Height channel: The height channel to be evaluated.
Output:
Lowest: The lowest point of the landscape.
Highest: The highest point of the landscape.
Range: The height range of the landscape.
U - Mirror value
Turn a linear gradient into a mirroring linear gradient.
Input:
Value: The gradient input.
Range: The expected range of the gradient.
Bias: Move the center point towards 0 or the maximum value.
Output:
Value: The mirroring gradient.
U - Space warp
Distort the input vector using a noise texture.
Input:
W: Randomly change the noise texture.
Scale: The scale of the noise texture.
Detail: The levels of details of the noise texture.
Roughness: The roughness of the noise texture.
Distortion: The distortion of the noise texture.
Warp strength: Set the warp strength for individual dimensions.
Strength: Set the overall strength for the warp.
Mask: Set the influence of the node.
Output:
Vector: The warped vector.
U - Land slope
Query the slope angle of the landscape.
Input:
Radians/Degree: The unit of the slope angle value.
Output:
Slope: The slope angle in Radians or Degree units.
U - Normalize channel
Normalize a float attribute into 0-1 range.
Input:
Landscape: Input the landscape.
Name: The name of the attribute to normalize.
Output:
Landscape: The output landscape with the attribute normalized.
U - Select angle
Select the parts of the landscape that faces a certain direction and create a 0-1 mask.
Input:
Angle: The target angle to select.
Cone angle: The angle that spreads from the targeted angle.
Sharpness: The sharpness of the selection.
Linear mask: Turn on to use produce a linear gradient mask instead of a mirroring gradient mask.
Output:
Mask: The 0-1 mask.
U - Select height range
Select a height range and create a 0-1 mask.
Input:
Height channel: The height channel to carry out the selection.
From height: The height at which the selection begins.
To height: The height at which the selection ends.
Smoothness: The smoothness of the selection.
Invert: Invert the selection
Output:
Mask: The 0-1 mask.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
U - Select height threshold
Select the parts of the landscape that are higher than a certain threshold and create a 0-1 mask.
Input:
Height channel: The height channel to carry out the selection.
Threshold: The threshold to select.
Spread: Spread the selection away from the threshold.
Invert: Invert the selection
Output:
Mask: The 0-1 mask.
Height channel pass through: Pass through the height channel input. If the height channel was left empty, this will output the default height channel named “height”.
U - Select slope range
Select a slope range and create a 0-1 mask.
Input:
From angle: The angle at which the selection begins.
To angle: The angle at which the selection ends.
Smoothness: The smoothness of the selection.
Output:
Mask: The 0-1 mask.
U - Select slope threshold
Select the slopes that are higher than a certain threshold and create a 0-1 mask.
Input:
Threshold: The threshold to select.
Spread: Spread the selection away from the threshold.
Invert: Invert the selection
Output:
Mask: The 0-1 mask.
U - Add/Subtract attribute
Add to or subtract from an attribute.
Input:
Landscape: Input the landscape
Attribute: The name of the attribute you want to process.
Value: The value you want to add to or subtract from the specified attribute.
Add/Subtract: Uncheck to use Add operation, check for subtract operation
Float/Int: Uncheck to use Float value, check to use Integer value.
Output:
Landscape: The landscape with the attribute modified.
U - Multiply/Divide attribute
Multiply or divide an attribute with a specified value.
Input:
Landscape: Input the landscape
Attribute: The name of the attribute you want to process.
Value: The value you want to multiply or divide the specified attribute with.
Multiply/Divide: Uncheck to use Multiply operation, check for Divide operation.
Output:
Landscape: The landscape with the attribute modified.
H - Warp landscape
Uses a noise texture to warp the internal local texture coordinate of the landscape.
Input:
Landscape: Input the landscape.
Vector: The vector to be warped. If left empty, the local texture coordinate will be warped.
W: Randomly change the noise texture.
Scale: The scale of the noise texture.
Detail: The levels of details of the noise texture.
Roughness: The roughness of the noise texture.
Distortion: The distortion of the noise texture.
Warp strength: Set the warp strength for individual dimensions.
Strength: Set the overall strength for the warp.
Mask: Set the influence of the node.
Height channel: This node does not change the height channel but simply passes it through to the output.
Output:
Landscape: The output landscape.
Vector: The warped vector.
Mask pass through: Pass through the mask input.
Height channel pass through: Pass through the height channel input.
H - Reset texture coordinate
Reset the local texture coordinate of the input landscape.
Input:
Landscape: Input the landscape.
Output:
Landscape: The landscape with a fresh new local texture coordinate.
H - Reset texture coordinate
Resample the landscape and transfer the attributes.
Input:
Landscape: Input the landscape.
Resolution: The target resolution to resample the landscape.
Viewport reduce: Reduce the resolution of the resampled landscape for the viewport.
Height channel: The height channel to be used during the resample process.
Additional channel: The attributes to be transferred into the new resampled landscape.
Output:
Landscape: The new resampled landscape.
Note: Due to the way Blender handles Geometry nodes, there is no way to automatically transfer all the attributes to the new landscape yet.
H - Blend landscape
Blend landscape 2 into landscape 1
Input:
Landscape 1: Input the main landscape.
Land 1 height channel: The height channel of the main landscape.
Landscape 2: Input the secondary landscape.
Land 2 height channel: The height channel of the secondary landscape.
Blend distance: The distance at which the 2 landscapes blend together.
Output:
Landscape 1: The landscape 1 with the landscape 2 blended in.
Mask: The blend mask of the 2 landscapes.
H - Update landscape mesh
Use a certain height channel and update the landscape mesh to reflect this height channel.
Input:
Landscape: Input the landscape.
Height channel: The height channel to be used.
Output:
Landscape: The output landscape that reflects the input height channel.
Height channel pass through: Pass through the height channel input.
H - Landscape to object
Apply materials, generate water mesh and remove all the internal landscape data to clear the memory usage. After this node, the landscape can no longer be used with the other World Blender nodes.
Input:
Landscape: Input the landscape.
Land material: The material for the main landscape mesh.
Generate water mesh: Generate the water mesh based on the “Water” attribute.
Water threshold: The threshold of the “Water attribute at which the water mesh is generated”.
Water material: The material of the water mesh.
Normalize data: Normalize the Water, Wear and Debris attributes.
Shade smooth: Set shade smooth for the landscape mesh.
Height channel: The height channel to be used to generate the final landscape mesh.
Output:
Geometry: The final landscape mesh. This mesh is not usable for any other World Blender nodes
Generated data:
Convexity: A map that stores the convex/concave value. 1 for maximum convexity and 0 for maximum concavity.
Material nodes:
Most of the World Blender Material nodes are similar to their Geometry nodes counterparts, with a few exceptions:
MU - Landscape Data: Extracts the attributes created by the Erosion node and Landscape to Object node.
Color mix nodes: These nodes use a normalized map (0-1 values) to generate a colored texture. These nodes are similar to the color ramp node but you can input a texture instead of a solid color.
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