Seen from above at Y 64, 768 × 256 blocks · from the standard noise

Terrain

Smooth Minimum

Smoothly combines the lower of two density fields.

density.smooth_min

Smooth MinimumRange1.0AOutputB

What it does

Soften the rim where a cut meets the ground. Like Minimum, Smooth Minimum keeps terrain only where both inputs allow it, then rounds the meeting point.

Connect the terrain to A and a field that is negative inside the cut to B. Increase Range gently until the rim looks right. The rounding removes a little more ground, so check nearby thin walls.

On noise

The same noise before and after this node, seen from above.

Before
After

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 first density to restrict.
BDensityThe second density, negative where it should remove ground.
RangeReal1.0 · ≥ 0Higher values soften a wider part of the cut, measured in density values.
Output
OutputDensityThe minimum with a rounded, slightly deeper cut at the join.

Good to know

Check after changing amplitude

A change in either input amplitude changes how the rounding looks in blocks. Retune Range after reshaping the terrain or cave field.

See also