What it does
Build rolling hills with broad slopes and smaller bumps on top. Octaves are layers of noise at different sizes; combining them gives you detail without drawing each hill.
Start by tuning Scale for the width of the hills, then use Scale to turn the noise into height. Persistence sets how strongly the finer layers show, while Lacunarity sets how quickly those layers shrink.
The pattern stays the same at every height. Add it to a negated Base Height to make ground. For shapes that change vertically, use 3D noise.
In 3D
The same output in relief: each value becomes a height, coloured like the map above. Drag to look around.
Inputs and outputs
| Name | Type | Default | What it changes |
|---|---|---|---|
| Inputs | |||
| Seed | Integer | 7 | Changes the hill pattern while keeping the other settings. |
| Scale | Real | 96.0 · > 0 | Higher values make the broadest features wider. |
| Octaves | Integer | 4 · 1–64 | Adds finer layers of detail, with more work for each added layer. |
| Persistence | Real | 0.5 · > 0 | Higher values make the finer layers more prominent. |
| Lacunarity | Real | 2.0 · > 0 | Higher values make each new layer smaller more quickly. At 1 the layers all keep the same size, and below 1 they grow instead. |
| Output | |||
| Output | Density | Smooth noise repeated unchanged down each column. | |
Example
Turn smooth noise into rolling ground with a separate height multiplier.