What comes out for each value that goes in

Terrain

Curve Map

Remaps a density through an editable piecewise-linear curve.

density.piecewise_linear

Curve MapPoints4 curve points

What it does

Turn smooth hills into terraces by drawing the way their heights should change. Each point on the curve pairs an input value with an output value; straight segments join the points.

Connect noise to Input and give Points some flat stretches separated by short rises. Then scale the result into a height. The curve’s coordinates are density values, rather than positions in the world.

Shape

What comes out for each value that goes in, computed by the real engine. Above the orange line is solid ground.

-0.8-0.6-0.4-0.200.20.40.60.8-1-0.500.51input →↑ output

Input unchanged

On noise

The standard noise stretched to run from -1 to 1, before and after this node. First along one line, then seen from above.

Noise along one line0.61-0.56-0.250.2After this node0.4-0.4

The standard noise run through this node, rising from flat to full strength. Drag to look around.
Before
After

Inputs and outputs

NameTypeDefaultWhat it changes
Inputs
InputDensityThe density whose values you want to reshape.
Settings
PointsCurve3 pointsDefines the curve in increasing input order; flat sections make terraces.
Output
OutputDensityThe curve value, held at the nearest end outside the curve.

Good to know

Keep the ends flat

Values beyond the first or last point keep that end value. Use this to hold a floor or ceiling without adding Clamp.

See also