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Terrace Node

Applies a terracing effect to the input heightmap by quantizing elevation levels into discrete steps, optionally modulated by noise.

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Category

WIP/DEPRECATED

Inputs

Name Type Description
input VirtualArray The input heightmap to be transformed with terrace steps.
mask VirtualArray Mask defining the filtering intensity (expected in [0, 1]).
noise VirtualArray Optional noise map used to perturb the position of the terrace levels for a more natural look.

Outputs

Name Type Description
output VirtualArray Resulting heightmap after applying the terracing effect.

Parameters

Name Type Description
gain Float Controls the amplification of the terrace steps; higher values create steeper transitions between levels.
Activate Default Mask Bool Enables or disables the internal mask. If the node's 'mask' input is connected, this setting is bypassed and the input mask is used instead.
Mask Gain Float Controls the intensity or influence of the internal mask. Bypassed if the 'mask' input is connected.
Inverse Mask Bool Inverts the internal mask, applying the operator where the mask is low. Ignored if a 'mask' input is provided.
Mask Radius Float Defines the smoothing radius for the internal mask. A value of 0 disables smoothing. This is bypassed if the 'mask' input is used.
Mask Type Choice Specifies how the internal mask is computed: 'Elevation' uses height, 'Gradient Norm' uses slope, and 'Elevation mid-range' selects the middle portion of the height range. This parameter is ignored when a 'mask' input is connected.
nlevels Integer Number of discrete elevation steps (terraces) to apply to the input heightmap.
noise_ratio Float Ratio between deterministic and noisy placement of terrace levels; 0 uses only uniform levels, 1 uses full noise-based variation.
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.

Example

No example yet

No example available for this node.