Seen from above at Y 0, 768 × 256 blocks · from the standard noise

Terrain

Jittered Relative Cell Value

Samples an input in coordinates relative to each jittered 2D cell point.

density.jittered_mesh_2d_relative_value

Jittered Relative Cell ValueSeed1Point Y0.0Scale X64.0Scale Z64.0Jitter0.5Max distance128.0Distance metricEuclidean ⏷Default value0.0InputOutput

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
SeedInteger1
Point YReal0.0
Scale XReal64.0 · > 0
Scale ZReal64.0 · > 0
JitterReal0.5 · 0–0.5
Max distanceReal128.0 · > 0
Default valueReal0.0
Settings
Distance metricChoiceEuclideanOne of: Euclidean, Manhattan.
Output
OutputDensity

Good to know

How it works

The plane is divided into deterministic jittered cells. Inside each cell, the child input sees coordinates relative to that cell’s anchor.

Useful for

Repeating procedural shapes such as rocks, spikes, craters, or islands without storing premade structures.

Watch for

The child shape must fit inside the configured search distance. Shapes touching cell boundaries may meet or switch nearest-cell ownership.

Sampling semantics

Points lie at pointY, but distance is measured in 3D, including the sample’s Y offset. To make the field independent of Y, wrap it in density.coordinate_override with axis=Y and value=pointY. jitter must be within [0, 0.5]. maxDistance bounds the point search; cell-value/relative-value variants return defaultValue when no point is found.

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