Seen from above at Y 64, 768 × 256 blocks

Terrain

Jittered Cell Field 3D

Measures distance relationships to deterministic jittered 3D cell points.

density.jittered_mesh_3d

Jittered Cell Field 3DSeed1Scale X64.0Scale Y64.0Scale Z64.0Jitter0.5Max distance128.0Distance metricEuclidean ⏷OutputDistance ⏷

In 3D

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

Solid where the noise plus the slope is above zero · drag to look around · 128 × 96 × 128 blocks
A vertical slice at Z = 0.

Inputs and outputs

NameTypeDefaultWhat it changes
Inputs
SeedInteger1
Scale XReal64.0 · > 0
Scale YReal64.0 · > 0
Scale ZReal64.0 · > 0
JitterReal0.5 · 0–0.5
Max distanceReal128.0 · > 0
Settings
Distance metricChoiceEuclideanOne of: Euclidean, Manhattan.
OutputChoiceDistanceOne of: Raw Distance, Distance, Distance2, Distance2 Add, Distance2 Sub, Distance2 Mul, Distance2 Div.
Output
OutputDensity

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.

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