Gaea Documentation

Gaea Documentation

Node Reference


Perlin

Primitive › Basic
Shortcode p
Perlin is the most basic and essential noise. In Gaea, we've made a "geo-variant" by modifying the base Perlin shape to fit the needs of terrain design from the beginning.

Node must be baked when executing Hybrid or Tiled builds.


Perlin is the most basic and essential noise. In Gaea, we've made a "geo-variant" by modifying the base Perlin shape to fit the needs of terrain design from the beginning.

Properties

NoiseSpecifies the style of Perlin noise to generate, affecting the overall appearance and structure of the noise pattern.
TypeSpecifies the style of Perlin noise to generate, affecting the overall appearance and structure of the noise pattern.
FBMFractal Brownian Motion. Produces classic Perlin noise with layered octaves for natural, smooth terrain. RidgedGenerates ridged noise, emphasizing sharp crests and valleys for more dramatic, mountainous features. BillowyCreates billowy, cloud-like noise with soft, rounded shapes and less pronounced valleys.
ScaleThe scale of the noise. Higher values create larger, less detailed shapes. Lower values create noisier, highly detailed shapes.
OctavesThe number of noise octaves. Higher values create more complexity by layering additional detail at smaller scales.
GainControls the amplitude reduction between octaves, affecting the persistence and contrast of the noise.
HeightSets the maximum elevation or intensity of the noise, scaling the output vertically.
SeedThe randomization pattern or seed for the node's process. Changing the seed produces different noise patterns.
WarpSpecifies the style of Perlin noise to generate, affecting the overall appearance and structure of the noise pattern.
TypeSpecifies the style of Perlin noise to generate, affecting the overall appearance and structure of the noise pattern.
None Simple Complex
FrequencyControls the frequency of the warp, determining how often the pattern is distorted across the terrain.
AmplitudeSets the strength of the warp effect, controlling how far the noise is displaced.
OctavesThe number of noise octaves. Higher values create more complexity by layering additional detail at smaller scales.
TransformThe non-uniform scale of the X axis, stretching or compressing the noise horizontally.
Scale XThe non-uniform scale of the X axis, stretching or compressing the noise horizontally.
Scale YThe non-uniform scale of the Y axis, stretching or compressing the noise vertically.
XOffsets the Perlin noise along the X axis, shifting its position horizontally.
YOffsets the Perlin noise along the Y axis, shifting its position vertically.

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