Heightmap terrain from fractal noise
In your harnessMesh algorithmMIT
Generate a square terrain mesh from seeded fractal gradient noise, with central-difference normals, UVs and colours banded by height and slope. Use it for game ground, backdrops and test terrain.

What it takes and gives
- Entry points
- height_at, terrain_color, heightmap_terrain, main
- Parameters
- size, resolution, height, feature_size, octaves, seed
- Complexity
- O(resolution^2 * octaves)
- Axes
- +Y up, metres
Limits. A single height per (x, z): no overhangs, caves or arches. The noise is not periodic, so tiles do not wrap. Heights stay within about plus or minus the height parameter (at most twice it). The colour bands are a fixed stylized palette, not a physical material model.
Details
- Kind
- Mesh algorithm
- Engine
- Python 3.10 or later
- Files
- 10 files, 287.6 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands, writes files
- Checked with
- Godot 4.7.2, gl_compatibility, OpenGL 3 driver, Mesa llvmpipe under Xvfb
- Checks
- generator runs system python, generator runs verifier python, gltf strict structure, interpreters agree, example matches generator, godot headless gltf load, godot compatibility render
- Techniques
- Gradient noise with quintic interpolation, Fractional Brownian motion (octave sum), Central-difference normals, Height and slope colour banding
- Tags
- terrain, heightmap, fbm, gradient noise, procedural, landscape, vertex colors
- Identity
library.supply.creative_originals.ad8031f29cecfffa6709ad46.9b01cb83d51bbc7f- Version
9b01cb83d51bbc7fa341aaee46d046d7a9fdc9b888f47db699eaeaf0236a4656
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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