Seen from above at Y 64, 768 × 256 blocks · from the standard noise

Terrain

Directional Warp

Displaces input sampling along an authored direction using another density.

density.directional_warp

Directional WarpFactor96.0Direction X1.0Direction Y0.0Direction Z0.5InputOutputWarp

On noise

The same noise before and after this node, seen from above.

Before
After

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
InputDensity
WarpDensity
FactorScalar field8.0
Direction XScalar field1.0
Direction YScalar field0.0
Direction ZScalar field0.0
Output
OutputDensity

Good to know

How it works

The warp input controls displacement. Factor and each XYZ direction component accept a literal, value graph, or density field sampled at that coordinate.

Useful for

Bending strata, stretching cave fields, and adding coherent lean to a shape. Use broad, smooth warp fields for readable forms.

Watch for

The direction is normalized per sample. A literal zero direction is invalid; a sampled zero direction safely means no displacement. High-frequency fields can fold shapes into noisy fragments.

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