In 3D
The noise shaping real terrain: added to a slope from solid ground to open sky, it carves overhangs, caves and floating pieces.

Inputs and outputs
| Name | Type | Default | What it changes |
|---|---|---|---|
| Inputs | |||
| Seed | Integer | 1 | |
| Scale X | Real | 64.0 · > 0 | |
| Scale Y | Real | 64.0 · > 0 | |
| Scale Z | Real | 64.0 · > 0 | |
| Jitter | Real | 0.5 · 0–0.5 | |
| Max distance | Real | 128.0 · > 0 | |
| Settings | |||
| Distance metric | Choice | Euclidean | One of: Euclidean, Manhattan. |
| Output | Choice | Distance | One of: Raw Distance, Distance, Distance2, Distance2 Add, Distance2 Sub, Distance2 Mul, Distance2 Div. |
| Output | |||
| Output | Density | ||
Good to know
Sampling semantics
jitter must be within [0, 0.5]. maxDistance bounds the point search.
Distance outputs
For nearest distances F1 and F2, DISTANCE = 2F1/maxDistance - 1; DISTANCE2 = 2F2/maxDistance - 1; DISTANCE2_ADD = (F1+F2)/maxDistance - 1. RAW_DISTANCE returns F1 in blocks. Searches cap distances at maxDistance; when no point is found these three normalized outputs return 1.