Gaea Documentation

Gaea Documentation

Node Reference


MultiFractal

Primitive › Extended
Shortcode mf
MultiFractal creates a multi-noise that can have a large level of variations. Often useful for texturing.

Node must be baked when executing Hybrid or Tiled builds.


MultiFractal creates a multi-noise that can have a large level of variations. Often useful for texturing.

Properties

FractalSelects the type of fractal noise used to generate the terrain. Each type produces distinct shapes and features.
Noise TypeSelects the type of fractal noise used to generate the terrain. Each type produces distinct shapes and features.
FBMFractal Brownian Motion. Produces varied, natural-looking noise with a balanced mix of peaks and valleys. BillowyCreates softer, rounded, and bulbous shapes, ideal for rolling hills or smooth terrain. RidgedGenerates sharp, jagged features, resulting in more dramatic and rugged terrain.
Auto OctavesAutomatically determines the optimal number of octaves for the fractal, balancing detail and performance.
OctavesSpecifies the number of noise layers (octaves) used. Higher values increase detail and complexity, but may impact performance.
ScaleControls the overall size of the fractal features. Lower values create larger features, while higher values produce finer details.
Relative Feature ScaleAdjusts the scale of features relative to the terrain size, allowing for proportional detail regardless of resolution.
RoughnessDetermines the roughness of the fractal. Lower values result in smoother shapes, while higher values create more rugged, detailed surfaces.
Edge SmoothingSmooths the edges of the generated terrain, reducing harsh transitions and creating a more natural appearance.
SeedSets the random seed for noise generation. Changing the seed produces different terrain patterns while keeping other settings the same.
VariationSelects the method of applying variation to the fractal.
TypeSelects the method of applying variation to the fractal.
Secondary FractalUses a secondary fractal to modulate the main fractal, adding additional layers of complexity and detail. Self ModulationApplies self-modulation, where the fractal modulates itself to create more intricate and unique patterns.
VariationSelects the method of applying variation to the fractal.
SmoothnessAdjusts the smoothness of the variation, with higher values producing gentler transitions and lower values creating sharper changes.
ContrastControls the contrast of the variation, increasing or decreasing the difference between high and low areas.
DampingReduces the intensity of variation or modulation, helping to prevent overly chaotic or extreme results.
BiasShifts the overall output of the variation, allowing you to favor higher or lower values in the resulting terrain.
PositionRotates the fractal pattern, changing the orientation of features across the terrain.
RotationRotates the fractal pattern, changing the orientation of features across the terrain.
AnisotropyApplies directional scaling to the fractal, stretching or compressing features along a specific axis.
Offset XShifts the fractal pattern horizontally, moving features left or right across the terrain.
Offset YShifts the fractal pattern vertically, moving features up or down across the terrain.
WarpSelects the type of warping applied to the fractal pattern.
PerturbSelects the type of warping applied to the fractal pattern.
NoneNo warping is applied. The fractal pattern remains unaltered. SimpleApplies basic, soft warping to the fractal, gently distorting features for a more natural look. ComplexApplies advanced, turbulent warping, creating highly irregular and dynamic terrain features.
Relative SizeControls the size of the warp effect relative to the overall terrain, allowing for proportional distortion.
StrengthSets the intensity of the warp effect. Higher values produce more pronounced distortion.
ComplexityAdjusts the complexity of the warp, increasing the number of layers or detail in the distortion.
RoughnessDetermines the roughness of the fractal. Lower values result in smoother shapes, while higher values create more rugged, detailed surfaces.
AttenuationReduces the strength of the warp effect over distance, allowing for localized or fading distortion.
IterationsSpecifies how many times the warp effect is applied, with higher values increasing the overall distortion.
Relative AnisotropyControls the directional scaling of the warp effect, stretching or compressing the distortion along a specific axis.

Created by QuadSpinner QuadSpinner using AngryMonkey
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Documentation is provided under the MIT License.