Generates multi-octave, highly configurable height noise for easy procedural creation
Position
Position at which to calculate output noise
Amplitude
Height difference of the lowest and highest point of the noise's largest octave
Feature Scale
Amount of space the noise will take to tile in the world, a divisor for position
Lacunarity
A factor for how much smaller each octave's feature scale is compared to last octave's
Gain
A factor for how much smaller each octave's amplitude is compared to last octave's
Cellular Jitter
Random offset applied to cell position when using cellular noise
Num Octaves
Amount of layers this noise should have
Seed
Used to randomize the output noise
Default Octave Type
Default octave type
Value
Result of all octaves being added together