Seen from above at Y 64, 768 × 256 blocks

Terrain

White Noise

Produces deterministic uncorrelated noise for palettes and sparse variation.

density.white_noise

White NoiseSeed1

What it does

Break up a material into scattered individual blocks. White noise gives neighbouring blocks unrelated values, so it is useful for speckles rather than smooth terrain.

Connect Output to Density Bands to choose between materials, and keep that rule inside Material by Solidity’s Solid. Change Seed to get a different scatter; the same seed gives the same value at the same position.

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 random scatter independently of the world seed.
Output
OutputDensityAn unrelated random value at each position, including vertically.

Good to know

Hold the pattern down a column

Use Coordinate Override to hold Y fixed if every block in a column should make the same material choice. Otherwise the block above gets its own value.

See also