TERRAIN LAB HDDN
INITIALISING...
RENDERING...
⛏ TERRAIN LAB HDDN
TERRAIN CONFIGURATION
CHUNK SIZE
▼
16
32
64
96
128
256
512
1024
Water Level
36
Max Height
128
Seed
NOISE
▼
ALGORITHM
PERLIN
SIMPLEX
BASE SHAPE
Scale
i
Zoom level of the base terrain. Lower = wider, smoother mountains. Higher = tighter, more frequent hills.
0.2
Octaves
i
Layers of noise stacked together. More octaves = more surface detail and complexity, but slower generation.
3
Lacunarity
i
Frequency multiplier between octaves. Higher = finer detail in each successive layer. 2.0 is natural.
2.15
Persistence
i
Amplitude decay per octave. Lower = smoother terrain. Higher = rougher, jagged landscape.
0.60
DETAIL LAYER
Detail Scale
i
Scale of fine surface noise overlaid on terrain. Lower = broad texture, higher = tight bumps.
3.0
Detail Mix
i
How strongly the detail layer affects height. 0 = no detail, 0.5 = heavy surface roughness.
0
RIDGE LAYER
Ridge Scale
i
Scale of ridge noise used to carve sharp mountain peaks and ridgelines.
0.35
Ridge Mix
i
Strength of ridge shaping. 0 = no ridges, higher = pronounced sharp peaks like real mountain ranges.
0.52
SHAPE
Base Mix
i
Balance between base shape and detail. Lower = detail dominates, higher = base shape dominates.
0.54
Exponent
i
Power curve applied to final height. Below 1.0 = flatter land with high peaks. Above 1.5 = very flat plains, extreme mountains.
1.96
TREES
▼
ALTITUDE ZONES (% of max height)
SNOW
SPARSE
PINE
ALL
SAND
Snow line
i
Height % above which terrain becomes snow-capped. Trees never grow above this line.
59
%
Tree line
i
Above this height, only sparse pine trees grow. Mimics the real-world alpine treeline where vegetation thins out.
52
%
Pine line
i
Above this height, only pine trees can grow (no oak, autumn etc). Below this all tree types are allowed.
41
%
Sand line
i
% of water level below which terrain surface becomes sand beach. No trees grow on sand.
108
%
TREES PER CHUNK (0 = off)
Oak
40
Pine
35
Autumn
12
Mystic
6
Golden
6
Tropical
0
Min Spacing
i
Minimum block distance between any two tree trunks. Higher = more open forest, lower = denser canopy.
4
Sparse density
i
In the sparse zone (between pine line and snow line), what % of tree slots actually get a tree. 0 = bare, 100 = full pine forest near treeline.
20
%
SKY & TIME OF DAY
▼
TIME OF DAY
Time
i
0 = midnight, 6 = dawn, 12 = noon, 18 = dusk, 24 = midnight. Changes sky colour, light angle, stars and sun/moon position.
12.0
h
CLOUDS
Height
i
Y level of the flat cloud layer, like real clouds.
120
Speed
i
How fast clouds drift. 0 = static.
0.3
Amount
i
Number of cloud formations. More = overcast.
5
Size
i
Width of each cloud formation in blocks.
37
Opacity
i
Cloud transparency.
0.88
BIOME / STYLE
▼
Show Water
Wireframe
Auto-rotate
❮
64
x
64
seed
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