What comes out for each value that goes in

Terrain

Remap Density

Linearly maps one density range into another.

density.remap

Remap DensitySource minimum-1.0Source maximum1.0Target minimum0.0Target maximum1.0InputOutput

What it does

Turn a noise pattern into a useful blend or height control without changing where its features lie. Remap stretches and shifts its values along a straight line.

Set Source minimum and Source maximum to the input values you want to map, then choose their destinations with Target minimum and Target maximum. Try it before Mix to make a mask. Reverse the destination values if the opposite regions should stand out.

Shape

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

-0.500.511.5-2-1.5-1-0.500.511.52input →↑ output

Input unchanged

On noise

The standard noise stretched to run from -2 to 2, before and after this node. First along one line, then seen from above.

Noise along one line1.2-1.1After this node1.1-0.075

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 to stretch and shift.
Source minimumReal-1.0The lower input reference, mapped to the first destination value.
Source maximumReal1.0The upper input reference, mapped to the second destination value.
Target minimumReal0.0The output value at the lower input reference.
Target maximumReal1.0The output value at the upper input reference.
Output
OutputDensityThe remapped density, continuing beyond the reference values.

Good to know

Clamp a mask when needed

Remap keeps going beyond its reference points. Add Clamp when the next node needs a mask that cannot pass those bounds.

See also