The documentation is being updated for version 1.3. Some sections may be incomplete.
Perlin is the most basic and essential noise. In Gaea, we've made a "geo-variant" by modifying the base Perlin shape to fit the needs of terrain design from the beginning.
|Scale||The scale of the noise. Higher values create larger, less detailed shapes. Lower values create noisier, highly detailed shapes.|
|Octaves||The number of noise octaves. Higher values create more complexity.|
|Noise||FBMUse for varied noise. RidgedUse for sharp ridges. BillowyUse for lower, more bulbous shapes.|
|Seed||The randomization pattern or seed for the node's process.|
|Perturb||NoneNo warping. SimpleSimple, soft warping. ComplexComplex, turbulence warping.|
|Warp Frequency||Frequency of the warp. Higher numbers create stronger warping.|
|Warp Amplitude||The strength of the warping applied to the base noise.|
|Warp Octaves||The complexity of the warping shape.|
|Scale X||The non-uniform scale of the X axis.|
|Scale Y||The non-uniform scale of the Y axis.|