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. scaledetermines 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.Ridgedcreates 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_islandsdownstream when each island needs its own ID.
Related nodes
region_fill— assign colors to levelsregion_split_islands— separate IDs by islandregion_merge_small— clean up small noise islandsregion_cells/region_voronoi/region_strata— alternative generatorsnoise_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.