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IGenerate04

The Terrain panel

The first panel, and the one everything else is built on. It turns a seed and a handful of noise settings into a heightmap, and that heightmap into elevation strata and biomes.

Primary action — Generate map, in the bar pinned at the bottom of the panel. The dice button beside it rolls a new seed first.

The Terrain panel, groups collapsed by default — cliquer pour agrandirFig. 4.1

Seed​

Open by default.

The seed identifies a world. The same seed with the same settings always produces the same map, on any machine.

ControlNotes
SeedTyped directly. Range 0 – 999,999,999
CopyPuts the seed on the clipboard
PasteReads a seed from the clipboard, tolerating decoration — Seed: 4125, world 4125 (v2) and 4125 all work

Saved seeds​

A shelf for worlds worth coming back to. Type a name, Keep, and the seed is stored in seeds.txt next to the application.

  • Click a row to reload that seed.
  • The ✕ on a row removes it.
  • Keep is disabled when the current seed is already on the shelf.

seeds.txt is plain text, editable and shareable. Malformed lines are skipped one by one rather than causing the file to be discarded.

Resolution​

Collapsed by default.

Resolution is independent of window size. Resizing the window changes what you see, not what you generate.

ControlRange
Width100 – 16384
Height100 – 16384

Presets​

PresetSizeUse
1080p1920 × 1080Iterating on settings — a few seconds per generation
4K3840 × 2160A detailed map that is still quick to regenerate
Archway8129 × 4065Production size for an Archway project

The note below reports what the chosen size costs in memory, at roughly 25 bytes per pixel. Above 2 GB the application asks for confirmation.

Noise​

Collapsed by default.

ControlRangeEffect
Scale1 – 20Feature size. Low = few large masses; high = archipelago
Octaves1 – 10Layers of detail. 3 is smooth, 8 is craggy. Costs generation time
Sea level0 – 1Where water ends and land begins
Edge mask0 – 1Fades elevation toward the borders
Lacunarity1 – 5How much finer each octave is than the last. 2.0 is the classical value
Gain0 – 1How much each octave contributes. Lower is smoother

Noise type​

TypeCharacter
SimplexSmooth, organic, no directional artefacts
CellularWorley/Voronoi — cracked, tessellated, good for shattered terrain
PerlinThe classic. Slight axis alignment, familiar look. Default

Fractal type​

TypeCharacter
FBmFractional Brownian motion — rolling, natural. Default
RidgedInverted and sharpened: ridgelines and mountain chains
Ping pongFolded: terraced and banded terrain

Projection​

Collapsed by default.

ProjectionMeaning
PlanarA flat map. No spherical distortion
Equirect.Latitude/longitude grid — the standard world-map layout
MercatorConformal cylindrical, stretched toward the poles

Seamless longitude​

Appears for the two spherical projections.

On: the map wraps east to west, as a globe does, and the edge mask only fades the poles.

Off: the mask fades all four sides, which cuts a strip of ocean down the antimeridian and breaks the wrap. The panel warns you when that is the case.

Shaping​

Collapsed by default.

Each option here changes the shape of a world, so none is on by default: a seed keeps producing what it always produced until you ask for something else.

Warped coastlines​

Displaces the noise before sampling it. Fractal noise alone makes rounded blobs; warping it gives continents with inlets, peninsulas and fjords.

ControlRange
Warp strength0 – 1
Warp scale0.1 – 2

Realistic elevation spread​

Applies a hypsometric curve — plains dominate, high peaks become rare, the way real elevation is distributed. Sea depth is left alone.

ControlRangeEffect
Lowland bias1 – 3Higher flattens more aggressively
This moves your coastline

The curve is applied before the edge mask, so it can move samples across sea level. Switching it on changes your shoreline, not just your mountains.

Recipes​

A continent, not an archipelago​

Scale 3–5, Edge mask 0.6 or more, Warped coastlines on with strength around 0.4.

A mountain range​

Ridged fractal, Octaves 6–8, Gain 0.5.

A shattered, non-terrestrial world​

Cellular noise, FBm fractal, Lacunarity 2.5.

An Earth-like globe​

Equirect. projection, Seamless longitude on, Realistic elevation spread on with a lowland bias around 2.

Next​

  • Sculpt — change what the noise gave you
  • Masks — replace an elevation band with an image