Seen from above at Y 64, 768 × 256 blocks

Terrain

Octave Simplex 3D

Produces layered three-dimensional simplex noise for caves and overhangs.

density.octave_simplex_3d

Octave Simplex 3DSeed7Scale X96.0Scale Y64.0Scale Z96.0Octaves4Persistence0.5Lacunarity2.0

What it does

Add variation that reaches through the terrain, rather than repeating down each column. This lets the ground fold into overhangs or contain tunnels. Octaves are layers of progressively finer noise.

Start by adding a little of Output to existing terrain through Scale and Sum. Adjust Scale Y relative to Scale X and Scale Z to make the shapes flatter or taller. Persistence controls the strength of finer layers; Lacunarity controls how quickly they shrink.

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
SeedInteger1Changes the noise pattern throughout the volume.
Scale XReal64.0 · > 0Higher values stretch the shapes along X.
Scale YReal64.0 · > 0Higher values stretch the shapes vertically.
Scale ZReal64.0 · > 0Higher values stretch the shapes along Z.
OctavesInteger3 · 1–64Adds finer layers of detail throughout the volume.
PersistenceReal0.5 · ≥ 0Higher values strengthen the finer layers. At zero, only the first layer shows.
LacunarityReal2.0 · > 0Higher values make each new layer smaller more quickly. At 1 the layers all keep the same size, and below 1 they grow instead.
Output
OutputDensitySmooth noise that varies horizontally and vertically.

Good to know

Carve along the zero crossings

Pass the noise through Absolute Value, then lower it with Offset. Take the minimum with terrain to open tunnels where the result is negative.

See also