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Heightfield Distort

fields/heightfield-distort·v1.5.1
IN:1  OUT:1

Heightfield Distort resamples a layer of a height field along a world-space noise flow, so features are pushed sideways along flow lines instead of up and down. Curl noise swirls the terrain without piling it up or thinning it out, while Simplex pushes it in and out.

Amplitude and Element Size are in world units, Octaves and Roughness add finer detail, and Substeps let large distortions follow the flow smoothly. Animate Offset Z to evolve the flow; the falloff limits the effect to selected areas, and Height or any other layer can be distorted.

PAGEDistort
LayerLayerThe layer moved through the noise flow (Height warps the terrain sideways, a falloff layer warps the falloff).
AmplitudeAmplitudeHow far the layer moves, in world units.
Element SizeElementsizeThe size of the noise features, in world units.
OctavesOctavesSets the number of layers of finer noise.
RoughnessRoughnessThe strength of each finer octave relative to the previous one.
SubstepsSubstepsSplits the movement into steps that follow the flow; raise it with the Amplitude for smooth swirls.
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
Invert FalloffInvertfalloffUses one minus the falloff attribute.
Falloff StrengthFalloffstrengthScales the effect of the falloff attribute.
Border ValueBordervalueThe height read outside the height field when Border is Constant.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Heightfield
Output 0 POP - Heightfield