Baltor Get started

Gallery / Mesh algorithms

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.

Render of Heightmap terrain from fractal noise
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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.

Something wrong with this item, its rights or its safety? Report it on the support page, or from your harness after a download.