Seen from above at Y 64, 768 × 256 blocks

Terrain

Mix Densities

Blends two densities using a third influence density.

density.mix

Mix DensitiesAOutputBInfluence

What it does

Let plains give way gradually to mountains. Mix blends two densities using a third field, so different parts of the map can favour different terrain.

Put the two shapes in A and B. Connect a broad noise through Remap to Influence so it covers the full blend. For a fixed balance while you compare the shapes, use Constant Density instead.

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
ADensityThe density used when the influence is zero or negative.
BDensityThe density used when the influence reaches one or more.
InfluenceDensityHigher values favour the second density; values outside the blend pick one end.
Output
OutputDensityThe local blend of the two densities.

Good to know

Inspect the influence on its own

A noise with negative values spends much of the map choosing only A. Remap it into a blend mask before judging how gradual the transition looks.

See also