Node Reference

intermediate feature

Voxel Play 4 · 3D Terrain Graph

Complete reference for all nodes available in the 2D Terrain Graph and 3D Terrain Graph editors. Nodes are organized by category.

Sampler Nodes

Generate base noise or height values. These are typically the starting point of any graph.

Noise 2D / Sample Height Map Fractal

Procedural fractal noise evaluated at (X, Z) world coordinates. Y-independent, benefits from column caching.

ParameterDescription
FrequencyScale of the noise pattern. Lower values = larger features.
OctavesNumber of noise layers (1-8). More octaves = more detail, higher cost.
PersistenceAmplitude decay per octave. Lower = smoother terrain.
LacunarityFrequency multiplier per octave. Default 2.0.
Min / MaxOutput range remapping.

Noise 3D

3D fractal Perlin noise evaluated at (X, Y, Z). Produces values that vary with altitude, essential for caves and volumetric features. 3D graph only.

Same parameters as Noise 2D. Higher computational cost since it cannot use column caching.

Noise 2D Ridge / Noise 3D Ridge

Ridge noise variant: applies 1 - 2 * |noise - 0.5| to create sharp ridgeline patterns. Good for mountain ranges and jagged terrain.

Sample Height Map Texture

Samples a repeating 2D texture as a heightmap. Remaps grayscale value to Min/Max range.

ParameterDescription
Noise TextureTexture2D asset to sample (tiled)
FrequencyTiling frequency
OffsetX/Z offset for the sample position

Sample Height Map Unity Terrain

Reads height values from a Unity TerrainData asset. Useful for importing existing terrain designs into Voxel Play.

Constant

Outputs a fixed value. Supports Normalized (0-1), Percentage (0-100) and Meters unit modes.

Random

Deterministic pseudo-random value based on world X/Z position. Always outputs 0-1.

World X / World Y / World Z

Output the normalized world coordinate (position / maxHeight). World Y is critical for 3D terrain - it provides the vertical position for height-based density. 3D graph only.

Terrain Shapers

Transform density values into terrain features. 3D graph only.

Height Gradient

The fundamental 3D terrain node. Adds a vertical gradient that makes terrain solid below a base height and air above it.

ParameterDescription
Base HeightNormalized height (0-1) where surface forms. 0.3 = surface at 30% of max height.
Gradient StrengthHow sharply density changes with altitude. Negative values = solid below, air above (standard terrain).

Formula: output = input + (y - baseHeight * maxHeight) * gradient / maxHeight

Island 3D

Radial falloff from world origin. Subtracts density beyond the specified radius, creating island boundaries.

ParameterDescription
RadiusIsland radius in world units
Slope MultiplierFalloff steepness beyond the radius

Terraces / Terraces 3D

Quantizes values into stepped bands, creating terrace formations.

ParameterDescription
StepsNumber of terrace levels (2-64)
SmoothnessBlend between sharp and smooth terrace edges (0-1)
StrengthBlend between original input and terrace effect (0-1)

Cave Carver

Generates swiss-cheese cave networks by subtracting density where 3D noise exceeds a threshold. 3D graph only.

ParameterDescription
FrequencyCave network scale
OctavesDetail layers for cave shape
ThresholdMinimum noise value to carve (higher = fewer caves)
Carve StrengthHow much density is removed

Math Nodes

Transform a single input value. Available in both 2D and 3D graphs.

NodeFormulaUse case
Shiftinput + valueRaise or lower terrain
Invert1 - inputSwap valleys and peaks
Add And Multiply(input + a) * mOffset then scale
Multiply And Add(input * m) + aScale then offset
Exponentialinput ^ expSharpen peaks (exp > 1) or flatten (exp < 1)
Abs|input|Create ridges from signed noise
RemapLinear map from [a,b] to [c,d]Rescale any range
Clampclamp(input, min, max)Limit output range
Flatten Or RaiseModify slope above thresholdCreate plateaus and mesas

Mask By Y

Restricts a value to a vertical band. Outside the band, outputs a fixed value. 3D graph only.

ParameterDescription
Y Min / Y MaxVertical range where the input passes through
Outside ValueValue used outside the range
FadeSmooth transition distance at the boundaries (0 = hard cut)

Blend Nodes

Combine two inputs (A and B). Available in both 2D and 3D graphs.

NodeFormula
Blend AdditiveA * weightA + B * weightB
Blend MultiplyA * B
Minmin(A, B)
Maxmax(A, B)
SubtractA - B
DivideA / B (safe, returns 0 if B near zero)
Smooth MinSmooth organic blend with K factor. 3D only.

Filter Nodes

Conditional operations based on value ranges or thresholds.

Threshold

Compares input against a threshold. If greater or equal: adds a value. If less: outputs a fixed value.

Select

Pass-through filter: if input is within [Min, Max], output it unchanged. Otherwise output a fixed value.

Fill

If a reference input is within a range, output a fill value. Otherwise pass through the main input.

Test

Boolean test: outputs 1 if input is within [Min, Max], otherwise 0. Useful for masking.

Beach Mask

Special filter that suppresses beach generation where a mask value exceeds a threshold. 2D graph only.

Discard

Always outputs zero (air). Use with conditional nodes to create empty regions. 3D graph only.

Biome Node

Climate Map

Looks up the biome index from the World Definition's biome array based on altitude, moisture and temperature inputs.

InputDescription
AltitudeNormalized height (0-1)
MoistureHumidity value (0-1)
TemperatureOptional third axis (0-1) for VP4's 3-axis biome selection

Output: biome index (0..N) matching the first biome whose altitude/moisture/temperature ranges contain the input values. Connect to Voxel ID, Vegetation ID or Tree ID terminals.

Utility Nodes

Copy

References the output of another node. Useful for reusing a result in multiple branches without recalculating.

Island (2D)

Distance-based falloff from world origin. Reduces height values outside a radius, creating finite island worlds. 2D graph only.

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