Seen from above at Y 64, 768 × 256 blocks

Terrain

Cellular Noise 2D

Produces bounded two-dimensional cellular distance noise.

density.cellular_2d

Cellular Noise 2DSeed1Scale X64.0Scale Z64.0Jitter0.5Octaves1OutputDistance ⏷

What it does

Draw cell borders like cracks in dried mud. Cellular noise divides the ground into irregular cells; the chosen output decides whether you see their centres or their edges.

Choose Edge ratio in Output to bring out the borders. Increase Scale X and Scale Z for wider cells, then use Remap to adjust their contrast. The pattern stays the same down each column.

In 3D

The same output in relief: each value becomes a height, coloured like the map above. Drag to look around.

Drag to look around · 256 × 256 blocks

Inputs and outputs

NameTypeDefaultWhat it changes
Inputs
SeedInteger1Changes the cell pattern without changing its scale.
Scale XReal64.0 · > 0Higher values stretch the cells along X.
Scale ZReal64.0 · > 0Higher values stretch the cells along Z.
JitterReal0.5 · 0–0.5Higher values move cell centres further away from a regular grid.
OctavesInteger1 · 1–64Adds smaller layers of cells on top, which blurs the clean borders.
Settings
OutputChoiceDistanceChooses between distance to cell centres and a ratio that highlights borders. One of: Distance, Edge ratio.
Output
OutputDensityThe cell pattern, repeated unchanged at every height.

Good to know

Bring out the cracks

With Edge ratio and one octave, values reach zero at the borders while cell interiors stay negative. Use Step to keep only a narrow strip around the borders.

See also