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IslandChain Node

IslandChain scatters a series of islands along an input path, each an fbm-perturbed radial blob (the same construction as IslandLandMask), with a signed size falloff along the path. The output is a land mask suitable as input to the Island node.

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Category

Primitive/Geological

Inputs

Name Type Description
path Path Input path along which the islands are scattered (at least two points, in normalized domain coordinates).

Outputs

Name Type Description
output VirtualArray Generated island-chain land mask.

Parameters

Name Type Description
Displacement Float Amplitude of the fbm perturbation applied to each island boundary.
Islands Integer Number of islands spawned along the path.
Radius Float Base island radius in normalized domain units.
kw Float 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).
Lacunarity Float The frequency scaling factor for successive noise octaves. Higher values increase the frequency of each successive octave.
Type Enumeration Noise type used for the island boundary perturbation.
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.
Mix Factor Float Mixing factor for blending input and output values. A value of 0 uses only the input, 1 uses only the output, and intermediate values perform a linear interpolation.
Mix Method Enumeration Method used to combine input and output values. Options include linear interpolation (default), min, max, smooth min, smooth max, add, and subtract.
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.
Scatter Float Random island displacement along and across the path.
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.
Size Falloff Float Signed size falloff along the path, in [-1, 1]: 0 keeps island sizes uniform, +1 shrinks islands toward the path end (largest island at the head), -1 shrinks them toward the start.
Size Jitter Float Per-island random radius variation ratio.
Weight Float Controls how much higher FBM octaves contribute to the noise based on local elevation. A higher weight suppresses high-frequency octaves at low elevations and increases their influence at higher elevations, producing terrain where fine details appear mainly near peaks while lower areas remain smoother.

Example

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Corresponding Hesiod file: IslandChain.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.