What it does
Paint several materials according to one density. Each band gets its own material, which lets a noise choose between patches of different blocks.
Connect the deciding field to Density, then list Bounds from low to high and connect the materials to Inputs in matching order. You need one more bound than materials. Outside all bands the rule chooses nothing, allowing a Material Queue to continue.
Inputs and outputs
| Name | Type | Default | What it changes |
|---|---|---|---|
| Inputs | |||
| Density | Density | The field that decides which band applies. | |
| Inputs | Material | One material per band, from the lowest band to the highest. Takes several, in order. | |
| Settings | |||
| Bounds | Numbers | -1.0, 0.0, 1.0 | The ordered band edges; each band includes its lower edge and excludes its upper edge. |
| Output | |||
| Output | Material | The material in the matching band, or no choice outside the bands. | |
Good to know
Keep the rule inside the ground
Connect it to Solid on Material by Solidity. Density bands do not check whether the position is solid.