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Region Noise

region_noise

Generates a RegionMap by quantizing noise values

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The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
マスク
mask
Image
領域を生成する範囲を制限する任意の画像マスクです。マスクは 明度 * アルファ >= 0.5 のピクセルを有効範囲として扱います。マスク外は OUTSIDE_ID になります。

Output Ports

NameTypeDescription
領域
regions
RegionMap
生成された RegionMap データです
プレビュー
preview
Image
生成した領域を色分けした確認用画像です
ラベル
labels
Map
Inspector に重ねるIDラベル位置です

Parameters

NameTypeDefaultRangeDescription / Options
width
Int
641–2048

RegionMap のピクセル幅です

高さ
height
Int
641–2048

RegionMap のピクセル高さです

方式
mode
Enum
Smooth

領域値を作るノイズ方式です

  • 滑らかSmooth
    雲や地形のような滑らかなムラを作ります
  • 白色White
    補間しないブロック状のランダム領域を作ります
  • リッジRidged
    滑らかノイズを折り返して筋状の段差を作ります
段階数
levels
Int
52–64

ノイズ値を何段階の領域IDへ分けるかです

シード
seed
Int
10–99999

ノイズ生成を再現するためのシードです

スケール
scale
Float
161–512 / step 1

大きいほど、荒く大きな領域になります

オクターブ
octaves
Int
31–8

重ねる細かさの段数です

減衰
persistence
Float
0.50.1–0.95 / step 0.01

各オクターブの強さをどれだけ減衰させるかです

コントラスト
contrast
Float
10.25–4 / step 0.05

段階化する前のノイズ値の強弱です

左右ループ
wrap_x
Bool
false

左右に繰り返しやすいノイズとして生成します

上下ループ
wrap_y
Bool
false

上下に繰り返しやすいノイズとして生成します

ID順
id_order
Enum
SeedOrder

生成した領域IDの並べ替え方法です

  • 段階順SeedOrder
    ノイズ値の低い段階から順番にIDを割り当てます
  • 面積昇順AreaAsc
    面積が小さい領域から小さいIDを割り当てます
  • 面積降順AreaDesc
    面積が大きい領域から小さいIDを割り当てます
ID表示
show_ids
Bool
false

Inspector のプレビュー上に領域IDラベルを表示します

Overview

Divides noise values into discrete levels and turns them into regions. It produces natural variation like a height map separated by contour levels, making a good base for organic surfaces such as terrain, water, rock, and grime.

  • Category: Generate / Region / Create
  • Use cases: create natural surface variation for rock, terrain, water, grime, grass, and abstract backgrounds

Usage tips

  • The go-to terrain recipe is region_noise(levels=4–6)region_fill, which can color height-based levels such as deep water, shallow water, beach, and grassland in one pass.
  • scale determines the coarseness of the shapes: large values are continental, while small values produce fine mottling. Choose the scale first, then adjust levels to reduce guesswork.
  • Ridged creates streaked or ridge-shaped levels suited to rock walls and wood-like surfaces.
  • The same level ID may appear as several separate islands by design. Add region_split_islands downstream when each island needs its own ID.

Related nodes

  • region_fill — assign colors to levels
  • region_split_islands — separate IDs by island
  • region_merge_small — clean up small noise islands
  • region_cells / region_voronoi / region_strata — alternative generators
  • noise_generate — generate noise as an image

Modes

Value Description
Smooth Interpolated value noise, suited to smooth variation such as clouds and terrain.
White Uninterpolated block noise, suited to coarse random patches.
Ridged Folds smooth noise to create streaked or ridge-like levels.

ID ordering

Value Description
SeedOrder Assigns IDs in order from lower noise-value levels.
AreaAsc Assigns lower IDs starting with smaller regions.
AreaDesc Assigns lower IDs starting with larger regions.

How to use

Create natural level regions with Region Noise, then assign colors with Region Fill. Add Region Split Islands downstream to handle small islands separately, or Region Merge Small to blend small patches into their surroundings.

Because levels is the number of value levels, the same ID may occur in several distant places. To give every visible island a separate ID, add Region Split Islands downstream.

Enabling wrap_x / wrap_y generates noise designed to loop and preserves the loop information in the output RegionMap.

When mask is connected, noise regions are generated only inside the active mask area and the outside is treated as OUTSIDE. Pixels where lightness * alpha >= 0.5 are active. An arbitrary mask shape takes priority, so wrap_x / wrap_y are disabled in the output while a mask is connected.

Region Noise is a generator for converting natural tonal variation into region IDs, not for specifying shapes in detail. Use Region Cells for ready-to-edit surfaces, Region Voronoi for point-like distributions, or Region Bands / Region Strata for directional surfaces.

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Region Noise — PixPipeline Node Reference