Landscape Layers provide the ability to add controlled procedural landscapes quickly to your terrain. Depending on the landscape type they offer various forms of customization.
At the moment the following Landscape Layers types are available. Future updates might include new types, if you require specific shapes let us know on the discord server.
A large alpine landscape with valleys and peaks.
A large scale canyon structure with options for riverbed and valley customization. Design wise it is best adjusted from the bottom up, so river, river bank, terraces and mountain as the last step.
A single cliff with options for steepness and additional noise.
A cracked surface with various controls for crack customization.
A single crater with control over falloff curve, depth and rim details.
Several scattered craters, that can be randomized, scaled and distorted.
A large scale desert with options for distortion and dune shaping.
A pattern of parallel ditches, that can be used for hills or mountain chains.
Creates a highly adjustable island shape with a surrounding ocean. Similar to the canyon it operates in a bottom up logic, meaning beach comes first, followed by forest and then mountain. So adjusting it in a bottom up way is advised.
A simple mountain shape with one singular peak.
A simple singular mountain shape, that offers multiple differing styles of mountain compared to Mountain 1.
Offers a full scale noise generator with various advanced noise types, fractal options like fbm and domain warping.
Since the parameters of the noise is exactly equal for the noise landscape layer, filters and distributions we have compiled them in a clean list in .
A singular crack, with several customization options.
A cone like volcano with a crater at the top.
River Range
Controls the width of the river.
River Depth
Controls the depth of the river.
Bank Range
Controls the width of the bank area.
Bank Height
Adjusts the height of the bank area.
Bank Curvature
Controls the curvature of the river bank.
Layers Range
Controls the width of the terrace area.
Layers Height
Scales the height of the terrace area.
Layers
How many terraces will be formed in the terrace area.
Random Widths
Randomizes the width of the terraces.
Terrace Slant
Shifts the angles of the terraces.
Wall Angle
Shifts the angle of the terrace walls.
Mountain Height
Sets the height of the mountain.
Mountain Steepness
Adjusts the slope of the mountain.
Noise Scale
Scales the additional noise.
Offsets the center of the cells upwards or downwards.
Center Mode
Controls the way in which the center is shifted.
Random Height
Randomizes the height of the cells.
Adjusts the depth of the crater.
Inner Falloff
Smooths the inside falloff of the crater.
Height
Adjusts the rim height.
Outer Falloff
Smooths the outside falloff of the crater.
Additive Noise
Adds additional noise to the terrain.
Distortion
Distorts the crater.
Scale
Scales the noise used for additive noise and distortion.
Controls the min and max size of possible craters.
Size Distribution
Adjusts the amount of small vs large craters (references the Size parameters).
Smaller Size Reduction
Reduces the amount of smaller craters to create a more realistic distribution.
Scales the features of the terrain (e.g. mountains).
Ocean Noise
Adds additional cell shaped noise to the ocean area.
Ocean Depth
Controls the depth of the ocean.
Beach Range
Adjusts the size of the beach area.
Beach Height
Changes the height scale of the beach.
Forest Range
Adjusts the size of the forest area.
Forest Height
Changes the height scale of the forest.
Mountain Height
Adjusts the height of the mountain.
Adjusts the length of the crack.
Width
Adjusts the width of the crack.
Shrink
Shrinks the ends of the crack to create a pointier result.
Smoothness
Smooths the vertical edge of the crack.
Inside Noise
Adds noise on the bottom of the crack.
Outside Noise
Adds noise outside of the crack.
Small Strength
Applies a small uv scaled noise distortion to the shape.
Large Strength
Applies a large uv scaled noise distortion to the shape.
Noise Scale
Controls the scale of the noises.
Amount
Spawns several cracks.
Random Rotation
Randomizes the rotation for each crack.
Random Width
Randomizes the width for each crack.
Random Length
Randomizes the length for each crack.
Controls the slope of the volcano.
Roughness
Increases the noisiness of the volcano.
Peaks
Extrapolates the height, creating more peaks.
Outside Noise
Adds additive noise.
Noise Scale
Scale the outside noise.
Crater Radius
Controls the size of the crater.
Crater Depth
Controls the depth of the crater.
Crater Falloff
Controls the slope of the crater.
Micro Distortion
Adds distortion to the crater.
Inside Noise
Scales the distortion noise.
Valleys
Controls the width of the valleys and subsequently shrinks peaks on higher values.
Inner/Outer Scale
Flattens either the right or left side of the rivers surrounding mountains.
Steepness
Controls the steepness of the cliff.
Distortion
Adds distortion to the cliff.
Distortion Scale
Adjusts the scale of the noise used for distortion.
Noise
Depth
Controls the height of the cracks.
Width
Controls the width of the cracks.
Smoothness
Angles the cracks into the cells.
Protect Width
Creates a flat gap on top of the smoothed area is enabled. If disabled the smoothing will start right in the center of the cracks.
Radius
The radius of the crater.
Density
Controls the density of craters over the terrain.
Rim Height
Adjusts the rim height of the craters.
Crater Falloff
Adjusts the outer falloff of the craters.
Crater Depth
Controls the depth of the craters.
Edge Smoothness
Smooths out the dune edges.
Distortion
Distorts the dunes.
Distortion Scale
The scale of the distortion noise.
Irregularity
Lower values will create a parallel noise, higher values a more randomized, less repetitive pattern.
Island Size
Adjusts the size of the island.
Roughness
Adds smaller scale noise into the mix, leading to a rougher result.
Peaks
Increases the strength of sharp peaks.
Style
Swaps between several different styles of mountain shapes.
Scale
Scales the base noise used for the mountain.
Roughness
Scales the detail noise used for the mountain, resulting in a rougher result.
Depth
Controls the depth of the crack.
Mountain Radius
Adjusts the volcanos size.










































Adds additional noise in the lower and upper flat areas.
Center Shift
Depth
Size
Terrain Scale
Length
Mountain Falloff