What it does
Divide the map into two kinds of place, each with its own terrain and materials. A density decides which biome occupies each column, so broad noise can make large regions.
Connect 2D noise to Density and a biome to each biome input. Increase the noise scale if the map looks too patchy, then move Threshold to give one region more room. The choice is made at a fixed height for the whole column.
Inputs and outputs
| Name | Type | Default | What it changes |
|---|---|---|---|
| Inputs | |||
| Density | Density | The field read at Y zero to choose one biome per column. | |
| Low biome | Biome | The biome used at or below the threshold. | |
| High biome | Biome | The biome used above the threshold. | |
| Threshold | Real | 0.0 | Higher values give more columns to the lower biome; equality also chooses it. |
| Output | |||
| Output | Biome selector | The biome selected for each column. | |
Good to know
Use a volume selector for height changes
A 3D noise here still makes only one choice per column. Use Volume Noise Split for biomes that change with altitude.