This node modifies the input height map to generate a step-like structure. The parameters are:

  • Mode: Selects which mode should be used to generate each step.
    • By Distance: Uses the Distance parameter to generate a new step of that height.
    • By Count: Uses the Steps parameter and will generate as many steps as there are defined. The height of each step will be automatically calculated.
  • Steepness: Defines how steep the level transition will be. A value of 0 will be the original noise, while a value of 1 will be fully vertical.
  • Flatness: Defines how flat each level will be. A value of 0 returns all the variation of the original noise, while a value of 1 will be a fully flat ground.
  • Level Variance: Adds a random amount of height (no greater than the size of each level) at each step to add variation.

The input Mask, can be used to define areas where the filter shouldn’t affect the terrain.

Input Noise

Stepness 1, Flatness 1, Level Variance 0

Stepness 0.5, Flatness 1, Level Variance 0

Stepness 1, Flatness 0.5, Level Variance 0

Stepness 0.7, Flatness 0.7, Level Variance 0.7,

Examples

Desert Pyramids

Notes

To place different pyramid-like structures, we start by creating a grid of points and randomly positioning them. We use the Jitter Points Node to randomize their position, rotation, and scale.

At each of these points, we create a pyramid using the Shape Node and spawn it with the Points To Height Node. By ticking the required boxes, we ensure that the sampled shape follows the points data correctly.

Next, we apply some stepping to the pyramids to add texture, making them look more like layered cubes.

We then combine the pyramids with basic noise to give them a less uniform look, as though there’s sand on top of each layer.

Finally, we blend these pyramids with some Simplex Noise to achieve the final terrain.

Node system

Result