Overview
The standard first choice among Region nodes, dividing the canvas into cell-shaped working regions. Process its RegionMap output—intermediate data containing region IDs—with downstream fill, boundary, and merge nodes to build collections of surfaces such as paving stones, rocky ground, or terrain faces.
- Category: Generate / Region / Create
- Use cases: divide water, rock, terrain surfaces, or part candidates into regions before drawing them by hand
Usage tips
- Start with the standard three-part setup:
region_cells→region_fill(add colors) +region_border(boundaries). This is the easiest introduction to the Region workflow. distancestrongly affects the pixel-art texture.Manhattan(default) andChebyshevcreate angular, pixel-art-like cracks;Euclideancreates rounder, more natural ones.- For repeating tile material, enable
wrap_x/wrap_y. Regions then connect across edges, reducing seams when tiled. - See the comparison at the end for when to choose another generator: voronoi is point-centered, bands creates bands, strata creates layers, and noise creates uneven patches.
Related nodes
region_fill— color the regions, the go-to next stepregion_border— extract boundariesregion_merge_small— clean up regions that are too smallregion_voronoi/region_bands/region_strata/region_noise— alternative generators
How to use
- Create a
RegionMapwithRegion Cells. - Connect
regionstoRegion Fillto make colored surfaces. - If needed, extract boundaries as a separate image with
Region Border.
A RegionMap is not an ordinary image; it is intermediate data containing region
IDs and region information. Future isometric-specific nodes are intended to use this
type's space information for surfaces such as top, left, and right faces.
ID Display is a UI overlay for inspection. It does not change the downstream
preview image or the regions data itself.
When horizontal / vertical looping is enabled, opposite edges are treated as adjacent
when calculating distance. Use it to create regions that connect when repeated in all
directions for a tile map. The loop information is stored in the RegionMap, so
downstream nodes for merging small regions, boundaries, grow/shrink, and adjacency
also treat opposite edges as adjacent.
When mask is connected, seed points are placed and regions generated only inside
the active mask area. Pixels where lightness * alpha >= 0.5 are active. Arbitrary
mask shapes do not combine well with edge looping, so horizontal / vertical looping
is disabled in the output while a mask is connected.
ID ordering determines how IDs are arranged for downstream use by ID or ID range in
Region Mask.
Region Cells is the general-purpose region generator to choose first. It suits
workflows that divide the whole canvas into rough working surfaces, then color them,
draw boundaries, or merge small regions. For point-centered bubbles or stones, use
Region Voronoi; for banded terrain, use Region Bands; for cracked strata or rock
faces, use Region Strata; and for natural levels derived from noise values, use
Region Noise.
| Value | Description |
|---|---|
SeedOrder |
Original seed-point generation order. This is the default and matches the previous behavior. |
TopLeft |
Assigns lower IDs starting with regions nearest the top left. |
BottomRight |
Assigns lower IDs starting with regions nearest the bottom right. |
AreaAsc |
Assigns lower IDs starting with smaller regions. |
AreaDesc |
Assigns lower IDs starting with larger regions. |