This page lists every node in the Add Node menu, in the menu's categories. Right-click the empty canvas and pick Add Node to add one. See Graph editor for how to wire them.
Most nodes work on maps: a height map, a mask, the splat layers and so on. A mask is a one-channel map where 1 means "here" and 0 means "not here", with soft values in between. The nodes under Value work on single numbers instead.
The filter nodes work on maps of any width. A filter on the 8 splat layers changes all 8, one at a time.
The node reference lists every input, output and setting of each node, with its default value.
Biome
| Node | What it does |
|---|
| Biome Base | Fills the whole map with one biome. |
| Biome Classifier | Turns a heat map and a moisture map into the five Rust biomes. |
| Biome Layer | Paints a biome through a mask. |
| Join Biome | Builds a biome map from one weight for each biome. |
| Split Biome | Splits a biome map into one weight for each biome. |
Channels
| Node | What it does |
|---|
| Pack RGBA | Puts four masks on one RGBA wire. |
| Split RGBA | Splits an RGBA wire into four separate masks. |
Combine
| Node | What it does |
|---|
| Blend | Combines two maps: add, subtract, multiply, divide, min, max, average, difference, screen or overlay. |
| If | Picks True or False at each point by comparing A with B, or with a threshold. |
| Mix | Blends from A to B by a mask or by one factor. |
Custom
Your saved custom nodes, in their folders. See Custom nodes.
Erosion
| Node | What it does |
|---|
| Flow | Where rain water collects and runs: a flow map and a river mask. |
| Hydraulic Erosion | Water erosion that cuts rivers and gullies. Also gives masks of where ground was worn away and where it was laid down. |
| Thermal Erosion | Slumps steep slopes until they settle at a set angle. Also gives masks of where ground was worn away and where it was laid down. |
Filters
| Node | What it does |
|---|
| Amplitude | Multiplies the map by a value. |
| Clamp | Keeps values inside a range. |
| Contrast | Changes brightness and contrast around a middle value. |
| Curve | Reshapes values through a curve you draw. |
| Function | Abs, sine, cosine, smoothstep or inverse lerp at every point. |
| Invert | Flips values: 1 becomes 0 and 0 becomes 1. |
| Levels | Sets the black and white points, bends the middle with gamma, and picks the output range. |
| Normalize | Stretches values to fill 0 to 1. |
| Power | Raises every value to a power. |
| Quantize | Rounds every point to a set number of levels. |
| Remap | Maps one range of values onto another. |
| Smooth | Blurs the map. |
| Terrace | Makes stepped plateaus. |
| Transform | Zooms, moves or turns the map. |
| Warp | Pushes the map around itself for a twisted, natural look. |
Generators
| Node | What it does |
|---|
| Constant | A flat map of one value. |
| Linear Gradient | A ramp from 0 to 1 in one direction. |
| Noise | Fractal noise. Rust style: Perlin, Simplex, Ridged, Billow, Cellular, Sharp, Jordan or Ridge Warp, where Simplex and the kinds built on it match Rust's noise. Unity style: the same noise as the terrain tools' Noise filter and Noise tool. |
| Position | Each point's place on the map, in meters or from -1 to 1. |
| Radial Gradient | Falls off in rings from a center point. |
| Voronoi | Cell noise. |
| Node | What it does |
|---|
| Beach | Flattens low land by the sea into a gently rising beach, and gives a mask of where the beach is. |
| Ledge | Adds a cliff step at a height you choose. An optional mask limits where. |
Masks
| Node | What it does |
|---|
| Cavity | Picks out dips and bumps by comparing each point with the ground around it. |
| Direction | How directly each slope faces a light from a direction you choose. |
| Distance | How far each point is from a mask, in meters, outside and inside it. |
| Grow / Shrink | Widens or narrows a mask by some meters, with a soft edge. |
| Height Select | A mask of a band of heights, with soft edges. |
| Normal | Which way the ground faces at each point, worked out the way Rust does it. |
| Sea Level | Land, underwater and shore masks around sea level (world height 0). |
| Slope | How steep the ground is, from 0 to 1. |
| Slope Select | A mask of a band of slopes, with soft edges. |
Output
| Node | What it does |
|---|
| Terrain Output | The graph's result: height, splat, biome and topology. See Apply and preview. |
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. Filters pick roads, rivers, rails and other spline types. |
| Texture | Loads a PNG or JPG image. Gives all four channels on one RGBA wire, and R, G, B, A and Greyscale on their own wires. |
Splat
| Node | What it does |
|---|
| Join Splat | Builds the 8 splat layers from two RGBA wires. |
| Splat Base | Fills the whole map with one ground texture. |
| Splat Layer | Paints a ground texture through a mask. |
| Split Splat | Splits the 8 splat layers into two RGBA wires. |
Topology
| Node | What it does |
|---|
| Topology Flood Fill | Sets a flag on every cell that can be reached from a start point, the way Rust finds the mainland. |
| Topology Layer | Paints one topology flag through a mask. |
| Topology Mask | Reads one topology flag back out as a mask. |
| Topology Merge | Combines two topology maps. |
| Topology Spread | Sets a flag on cells near other flags, the way Rust spreads Beachside, Oceanside and Forestside. |
Utility
| Node | What it does |
|---|
| Field Switch | Passes on one of two maps, chosen by a switch. Handy for trying two versions of a graph. |
| Graph Seed | The seed for every random node in the graph, custom nodes included. Change it for a new map. |
| Resample | Makes a map the size of another map, reading it the way Rust does. |
| Seed Random | One number from a seed's chain of random numbers. Wire its Next Seed into the next one. Seed 0 uses the Graph Seed. |
| World Size | The open map's width and terrain height, in meters. |
Portal In and Portal Out are not in the Add Node menu. You make them from a port's right-click menu with Send to Portal and Receive from Portal. See Portals.
Value
These nodes work on single numbers, not maps. Use them to share one number between several nodes, or to work out a value.
| Node | What it does |
|---|
| Bool | An on or off value that you can wire into several nodes. |
| Clamp Value | Keeps a number between Min and Max. |
| Compare | Compares two numbers. Gives on or off. |
| Float | A decimal number that you can wire into several nodes. |
| Int | A whole number that you can wire into several nodes. |
| Lerp | Blends between two numbers. |
| Math | Combines two numbers: add, subtract, multiply, divide, min, max, power or average. It also does abs, sin and cos on one number. |
| Random | A random number between Min and Max. It changes only when the seed changes. |
| Switch | Passes on one of two numbers, chosen by a switch. |
Inside a custom node
Each custom node has one Inputs node and one Outputs node. They are not in the Add Node menu, and you cannot copy or delete them. You set their ports in the sidebar. See Custom nodes.