Terrain Generation

One click. Full terrain. Erosion, drainage, textures, and all.

How It Works

Terraformer's generation pipeline runs in stages. Each stage feeds the next, building up from raw noise to a fully-textured, erosion-carved landscape:

  1. Noise Generation Multi-octave fractal noise creates the base heightmap. Octaves, lacunarity, and gain control the balance between large landforms and fine detail.
  2. Biome Shaping The biome preset applies a shaping curve to the raw noise. Mountains get steeper peaks and deeper valleys. Deserts get flatter mesas. Each biome has its own height distribution.
  3. Erosion Simulation Hydraulic erosion carves realistic channels into the surface. Water droplets flow downhill, picking up sediment and depositing it in valleys. Thousands of iterations create natural drainage patterns.
  4. Fractal Drainage A secondary pass overlays fractal drainage channels — the kind of branching river networks you see from altitude. These integrate with the erosion results for coherent hydrology.
  5. Texture Assignment Height bands and slope angles determine which textures appear where. Low flat areas get sand or grass. Steep slopes get rock. High peaks get snow. The blending is smooth and automatic.
Generation pipeline visualization — noise, biome shaping, erosion, texturing
Recommended: 1920×540 (wide strip showing 4 stages)

Generation Parameters

Parameter What It Controls Typical Range
Terrain Size World-space dimensions (width × depth) 128 – 2000
Resolution Heightmap grid density (vertices per side) 64 – 512
Height Scale Maximum terrain elevation 20 – 200
Octaves Number of noise layers. More = more detail 4 – 10
Lacunarity Frequency multiplier between octaves 1.5 – 3.0
Gain Amplitude multiplier between octaves 0.3 – 0.7
Seed Random seed for reproducible results Any integer

Biome Presets

Each biome preset is a curated combination of noise parameters, erosion settings, height curves, and texture assignments. Pick one as a starting point, then tweak everything.

Biome Character
Mountain Dramatic peaks, deep valleys, heavy erosion. The classic alpine landscape.
Desert Flat mesas, sand dunes, cracked earth. Sparse vertical variation with subtle undulation.
Arctic Snow-covered peaks, frozen valleys, ice-blue tones. High elevation with gentle slopes.
Forest Rolling hills, moderate elevation, rich green textures. Gentle drainage channels.
Beach Coastal terrain with sand at low elevations, rocky outcrops, and ocean-ready shorelines.
Grassland Wide open plains with gradual elevation changes. Minimal erosion, expansive views.
Magical Exotic, otherworldly formations. Floating-island aesthetics with vibrant color mapping.
✅ Pro Tip

Use a small terrain size (256) while experimenting with parameters. Once you have settings you like, regenerate at full resolution. The noise algorithms are deterministic — same seed, same terrain.

Height Clamping

All generated heights are clamped to zero at the bottom. This prevents terrain from punching through the museum block base. The clamp applies at three stages in the pipeline:

This means you can push erosion and drainage as hard as you want without worrying about geometry breaking through the display base.