Terrain Graph Nodes
RustEdit ProEvery node in the Terrain Graph's Add Node menu, by category. Click a node to see its inputs, outputs and settings. Nodes tells what each category is for.
Biome
| Node | What it does |
|---|---|
| Biome Base | Fill the whole terrain with one biome. |
| Biome Classifier | Heat and moisture in, the five Rust biomes out. |
| Biome Layer | Paint a biome through a mask. |
| Join Biome | Build a biome field from one weight per biome. |
| Split Biome | Break a biome field into one weight per biome. |
Channels
| Node | What it does |
|---|---|
| Pack RGBA | Combine four masks into one RGBA wire. |
| Split RGBA | Break an RGBA wire into four separate masks. |
Combine
| Node | What it does |
|---|---|
| Blend | Mix two fields (add, multiply, max, overlay and more). |
| If | Pick True or False for each pixel by comparing A with B or a threshold. |
| Mix | Lerp between A and B by a mask or factor. |
Erosion
| Node | What it does |
|---|---|
| Flow | Where rain water collects and runs: a flow map and a river mask. |
| Hydraulic Erosion | Pipe-model water erosion (rivers, gullies). |
| Thermal Erosion | Slumps steep slopes toward a talus angle. |
Filters
| Node | What it does |
|---|---|
| Amplitude | Multiply the field by a gain value. |
| Clamp | Limit values to a range. |
| Contrast | Brightness and contrast around a pivot value. |
| Curve | Reshape values through a curve you draw. |
| Function | Abs, sine, cosine, smoothstep or inverse lerp on every pixel. |
| Invert | Flip values (1 - v). |
| Levels | Set the black and white points, bend the middle with gamma, and pick the output range. |
| Normalize | Stretch values to fill 0..1. |
| Power | v -> pow(v, exponent). |
| Quantize | Round every pixel to a set number of levels. |
| Remap | Linearly remap an input range to an output range. |
| Smooth | Blur / soften the field. |
| Terrace | Stepped plateaus / strata. |
| Transform | Zoom / pan / rotate the field. |
| Warp | Domain-warp the field for organic distortion. |
Generators
| Node | What it does |
|---|---|
| Constant | A flat field of one value. |
| Linear Gradient | Directional ramp from 0 to 1. |
| Noise | Fractal noise. Rust style: Perlin, Simplex, Ridged, Billow, Cellular, Sharp, Jordan or Ridge Warp; Simplex and the kinds built on it match Rust. Unity style: Unity Terrain Tools' noise with all its settings, the same as the terrain tools' Noise filter and Noise tool. |
| Position | Each texel's place on the map, in metres or from -1 to 1, at Rust's pixel centres. |
| Radial Gradient | Concentric falloff from a centre point. |
| Voronoi | Cellular / Worley noise. |
Landforms
| Node | What it does |
|---|---|
| Beach | Flatten low land by the sea into a gently rising beach, and mask where it is. |
| Ledge | Add a cliff step at a chosen height. An optional mask limits where it happens. |
Masks
| Node | What it does |
|---|---|
| Cavity | Picks out dips and bumps by comparing each point with its surroundings. |
| Direction | How directly each slope faces a light from a chosen direction. |
| Distance | How far each point is from a mask, in metres, outside and inside it. |
| Grow / Shrink | Widen or narrow a mask by some metres, with a soft edge. |
| Height Select | Mask a height band with soft edges. |
| Normal | Which way the ground faces at each point, worked out the way Rust does it. |
| Sea Level | Land, underwater and shoreline masks around sea level (world height 0). |
| Slope | Steepness of the terrain as a 0..1 field. |
| Slope Select | Mask a slope band with soft edges. |
Output
| Node | What it does |
|---|---|
| Terrain Output | Final terrain result (height, splat, biome, topology). |
Source
| Node | What it does |
|---|---|
| Current Map | The open map's height, splat, biome and topology, to build on. |
| Spline Mask | The open map's splines as a mask, and their height. Needs RustEdit Pro. |
| Texture | Load an image; outputs all four channels as one RGBA wire, plus R, G, B, A and greyscale separately. |
Splat
| Node | What it does |
|---|---|
| Join Splat | Build the 8 splat layers from two RGBA wires. |
| Splat Base | Fill the whole terrain with one splat layer. |
| Splat Layer | Paint a splat layer through a mask. |
| Split Splat | Break the 8 splat layers into two RGBA wires. |
Topology
| Node | What it does |
|---|---|
| Topology Flood Fill | Flag every cell reachable from a start point, the way Rust finds the mainland. |
| Topology Layer | Paint one topology flag through a mask. |
| Topology Mask | Read one topology flag back out as a mask. |
| Topology Merge | Combine two topology stacks. |
| Topology Spread | Set a flag on cells near other flags, the way Rust spreads beachside, oceanside and forestside. |
Utility
| Node | What it does |
|---|---|
| Field Switch | Pass on one of two fields, chosen by a condition. Handy for trying two versions of a graph. |
| Graph Seed | The master seed for every random node in the graph. Change it for a new map. |
| Resample | Make a field the size of another map, reading it the way Rust does. |
| Seed Random | One number from a seed's random chain. Chain Next Seed into the next one. Seed 0 uses the Graph Seed. |
| World Size | The open map's width and terrain height, in metres. |
Value
| Node | What it does |
|---|---|
| Bool | A constant boolean, drivable and shareable. |
| Clamp Value | Keep a value between Min and Max. |
| Compare | Compare two values: on or off. |
| Float | A constant float, drivable and shareable. |
| Int | A constant integer, drivable and shareable. |
| Lerp | Blend between two values. |
| Math | Combine two values (add, multiply, min, max and more). |
| Random | A random number between Min and Max that only changes when the seed does. |
| Switch | Pass on one of two values, chosen by a condition. |