Combines all inputs into one single output following the operation pattern.

  • Add: Adds together in a simple sum.
  • Max: Gets the maximum value of all inputs.
  • Min: Gets the minimum value of all inputs.
  • Height Based: Uses a technique to blend the values according to their height, applying a smoothness amount defined by the BlendFactor. This mode is normally used to blend different textures according to their height map, which allows for a smoother transition between them. However it can also be applied into height maps itself.
  • Normalized Multiply: Will first normalize all inputs into the range of 0 to 1 and then multiply them together. The output will be in the scale of 0 to 1. Recommended to, if needed, change the range to the desired Minimum and Maximum Value

The variable Calculate Weights allows output the diferent final weights of each input after the combination.

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