What it is
A real is a number fixed when the world is built, the same everywhere. Use a density when the value should change from place to place.
Also accepts
These types plug into a Real input and convert on their own:
Made by16
Used by63
- Choose Appearance
- Noise Biome Split
- 3D Noise Biome Split
- Base Height
- Cellular Noise 2D
- Cellular Noise 3D
- Clamp Density
- Compare Densities
- Constant Density
- Override Coordinate
- Rotate Coordinates
- Scale Coordinates
- 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
- Octave Simplex 2D
- Octave Simplex 3D
- Offset Density
- OpenSimplex2 Domain Warp
- Ping-Pong Density
- Placement Scalar Field
- Remap Density
- Scale Density
- Signed Power
- Slope Angle
- Smooth Maximum
- Smooth Minimum
- Density Step
- Triangular Cell Value
- Vertical Sample
- Wrap Density
- Material by Density
- Clustered Placement
- Jittered Placement Grid
- Square Placement Grid
- Triangular Placement Grid
- Place Density Formation
- Placement Frame
- Place Templates
- Place Filtered Templates
- Clamp Placement Scalar
- Placement Random
- Remap Placement Scalar
- Choose Region
- Absolute Real Number
- Add Real Numbers
- Clamp Real Number
- Divide Real Numbers
- Maximum Real Number
- Minimum Real Number
- Multiply Real Numbers
- Negate Real Number
- Power
- Subtract Real Numbers
- Real to Vector3
- Combine XYZ
- Scale Vector
Good to know
Where it plugs in
A real also fits scalar field and placement scalar inputs, and a Vector3, where it fills all three parts.
Need a density?
A real can't plug into a density input. Use Constant Density to make one.