What it is
A density gives a value at every X, Y and Z. When a biome uses it as terrain, every block where it is above zero becomes solid. It has no fixed range: noise sits around -1 to 1, distances can be in the hundreds.
Made by67
- Absolute Density
- Base Height
- Density Cache
- Cellular Noise 2D
- Cellular Noise 3D
- Chebyshev Distance
- Clamp Density
- Compare Densities
- Constant Density
- Coordinate
- Override Coordinate
- Rotate Coordinates
- Scale Coordinates
- Translate Coordinates
- Cosine Density
- Directional Warp
- Distance to Biome Edge
- Distance to Region Edge
- Erode
- Euclidean Distance
- Floored Modulo
- Gradient Angle
- Gradient Field Warp
- Jittered Cell Field 2D
- Jittered Cell Value
- Filtered Relative Cell Value
- Jittered Relative Cell Value
- Jittered Cell Twist
- Jittered Cell Field 3D
- Maximum Density
- Minimum Density
- Mix Densities
- Multi Mix
- Multiply Densities
- Negate Density
- Occurrence Gate
- Octave Simplex 2D
- Octave Simplex 3D
- Offset Density
- OpenSimplex2 Domain Warp
- Curve Map
- Ping-Pong Density
- Placement Scalar Field
- Region Membership
- Remap Density
- Scale Density
- Signed Power
- Sine Density
- Slope Angle
- Smooth Maximum
- Smooth Minimum
- Density Step
- Subtract Densities
- Sum Densities
- Triangular Cell Value
- Vertical Sample
- White Noise
- Wrap Density
- Pair or path value
- This point's value
- This point's tag
- Nearest point value
- Path distance
- Path field
- Point field
- Point field with shape
- Density Reroute
Used by69
- Appearance Bands
- Choose Appearance
- Mix Appearance
- Appearance Ramp
- Biome
- Noise Biome Split
- 3D Noise Biome Split
- Absolute Density
- Density Cache
- Clamp Density
- Compare Densities
- Override Coordinate
- Rotate Coordinates
- Scale Coordinates
- Translate Coordinates
- Cosine Density
- Directional Warp
- Erode
- Floored Modulo
- Gradient Angle
- Gradient Field Warp
- Jittered Cell Value
- Filtered Relative Cell Value
- Jittered Relative Cell Value
- Jittered Cell Twist
- Maximum Density
- Minimum Density
- Mix Densities
- Multi Mix
- Multiply Densities
- Negate Density
- Occurrence Gate
- Offset Density
- OpenSimplex2 Domain Warp
- Curve Map
- Ping-Pong Density
- Remap Density
- Scale Density
- Signed Power
- Sine Density
- Slope Angle
- Smooth Maximum
- Smooth Minimum
- Density Step
- Subtract Densities
- Sum Densities
- Triangular Cell Value
- Vertical Sample
- Wrap Density
- Material by Density Bands
- Material by Density
- Connect by score
- Link value from field
- Give links content
- Path field
- Basin rim
- Point field with shape
- Grade downstream
- Move points by field
- Points by field
- Point value from field
- Give points content
- Snap to surface
- Place Density Formation
- Place Filtered Templates
- Sample Density for Placement
- Bounded Shape
- Choose Region
- Density Reroute
Good to know
Making ground from height
Base Height gives Y minus the height, so it is positive above the height. Negate it to get solid ground below the chosen height.
2D or 3D
A 2D noise is the same at every Y, which makes columns. Use 3D noise, or add it to a height, for caves and overhangs.