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Gavoronoise Node

Generates a 2D heightmap using the GavoroNoise algorithm, a procedural noise technique for terrain generation.

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Category

Primitive/Coherent

Inputs

Name Type Description
angle VirtualArray Optional input for dynamically modifying the wavelet orientation per pixel.
control VirtualArray Optional input that modulates noise intensity or distribution.
dx VirtualArray Displacement with respect to the domain size (x-direction).
dy VirtualArray Displacement with respect to the domain size (y-direction).
envelope VirtualArray Heightmap used as a post-process amplitude multiplier for the generated noise.

Outputs

Name Type Description
output VirtualArray The final heightmap generated using the GavoroNoise algorithm.

Parameters

Name Type Description
amplitude Float Controls the overall intensity of the noise function.
angle Float Sets the primary orientation of the wave structures in the noise. Expressed in degrees.
angle_spread_ratio Float Determines the degree of variation in the angle of the wave structures. Lower values create more aligned structures.
branch_strength Float Controls the prominence of branch-like features in the generated noise.
Spatial Frequency Wavenumber Base spatial frequencies in the X and Y directions. The frequencies are defined with respect to the entire domain: for example, kw = 2 produces two full oscillations across the domain width (and similarly for the Y direction).
kw_multiplier Wavenumber Multiplier applied to the wave numbers, affecting the frequency scaling of the noise function.
Lacunarity Float The frequency scaling factor for successive noise octaves. Higher values increase the frequency of each successive octave.
Octaves Integer The number of octaves for fractal noise generation. More octaves add finer details to the terrain.
Persistence Float The amplitude scaling factor for subsequent noise octaves. Lower values reduce the contribution of higher octaves.
Gain Float Mid-centered gain transformation applied to the elevation values. This is a non-linear recurve operator centered around the mid elevation (typically 0.5). Increasing the gain pushes values toward the minimum and maximum elevations, creating flatter low/high regions with a steeper transition around the midpoint.
Gamma Float Standard gamma correction applied to the elevation values. This is a monotonic power-law remapping that shifts emphasis toward low or high elevations, making the overall shape sharper or bulkier without changing its ordering.
Invert Output Bool Inverts the output values after processing, flipping low and high values across the midrange.
Remap Range Value range Linearly remaps the output values to a specified target range (default is [0, 1]).
Saturation Range Value range Modifies the amplitude of elevations by first clamping them to a given interval and then scaling them so that the restricted interval matches the original input range. This enhances contrast in elevation variations while maintaining overall structure.
Smoothing Radius Float Defines the radius for post-processing smoothing, determining the size of the neighborhood used to average local values and reduce high-frequency detail. A radius of 0 disables smoothing.
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.
slope_strength Float Controls the strength of slope-based directional erosion in the noise function.
z_cut_max Float Defines the maximum cutoff value for the Z-axis in the generated noise.
z_cut_min Float Defines the minimum cutoff value for the Z-axis in the generated noise.

Example

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Corresponding Hesiod file: Gavoronoise.hsd. Use [Ctrl+I] in the node editor to import a hsd file within your current project.

Note

Example files are kept up-to-date with the latest version of Hesiod. If you find an error, please open an issue.