ANT Landscape Presets Overview

The ANT Blender Landscape Addon is incredibly powerful, yet lacking in regards to actually telling you what some of the settings do.

I often find myself just clicking an operator preset, moving sliders around, pressing a random seed, and waiting to see if the mountain I got was adequate or “cool” enough to toss into the background of my scene. I’ve reached a point where I want to be more selective about the landscapes in my work, and sat down with the intention to fully understand what my pressings are actually accomplishing.

I have compiled and listed a portion of dedicated settings we are greeted with in the popup, when adding a Landscape mesh into our scene. As well as visual examples for each noise type.
ant_landscape_HeightMap
:white_circle: = Above Sea Level
:black_circle: = Sea Level
:large_blue_circle: = Below Sea Level

 Noise Basis: Noise algorithm used for octaves.
  • Blender
  • Perlin Standard
  • Perlin New
  • Voronoi F1
  • Voronoi F2
  • Voronoi F3
  • Voronoi F4
  • Voronoi F2-F1
  • Voronoi Crackle
  • Cell Noise

All these algorithms are the basis for how your landscape will generate. To keep things simple, the following visual examples will only use the Blender noise basis with a Seed of 1.

Noise Types:
  • Multi Fractal: Standard mountains.
    ant_blen_Multifractal_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
  • Ridged Multi Fractal: Peaks narrowed into sharp, long ridges.
    ant_blen_MultifractalRidged_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset — 1.0
    • Gain — 1.0
  • Hybrid Multi Fractal: Smooth mountains.
    ant_blen_MultifractalHybrid_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset — 1.0
    • Gain — 1.0
  • Heterogenous Terrain: Standard mountains. Valleys can go below 0 (using Offset).
    ant_blen_HeteroTerrain_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset — 1.0
  • Fractional Brownian Motion (fBM): Variable mountains allowing for valleys to naturally go below 0.
    ant_blen_FractionalBrownianMotion_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
  • Turbulence: - Irregular and chaotic motion of a fluid, like air or water.
    ant_blen_Turbulence_s1

    • Depth — 8
    • Amplitude — 0.5
    • Frequency — 2.0
    • Soft
  • Distorted: Smooth mountains with warping distortion.
    ant_blen_Distorted_s1

    • Distortion — 1.0
    • VL — Blender
  • Marble: Repeating waves.
    ant_blen_Marble_s1

    • Shape — Default
    • Bias — Sin
    • Sharp — Soft
    • Depth — 8
    • Distortion — 1.0
    • Soft
  • Shattered Hetero Terrain: Shattered cracks.
    ant_blen_HeteroTerrainShattered_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset — 1.0
    • Distortion — 1.0
  • Strata Hetero Terrain: Geological rock layers.
    ant_blen_HeteroTerrainStrata_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset — 1.0
    • Strata — 1.0
  • Another Noise: Like Turbulence.
    ant_blen_Another_s1

    • Depth — 8
    • Amplitude — 0.5
    • Frequency — 2.0
    • Distortion — 1.0
    • Soft
  • vlNoise Turbulence: Turbulence with Variable Lacunarity.
    ant_blen_TurbulenceVLNoise_s1

    • Depth — 8
    • Amplitude — 0.5
    • Frequency — 2.0
    • Distortion — 1.0
    • Soft
    • VL — Blender
  • vlNoise Hetero Terrain: Standard Mountains with Variable Lacunarity.
    ant_blen_HeteroTerrainVLNoise_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset — 1.0
    • Distortion — 1.0
    • VL — Blender
  • Distorted Hetero Terrain: Standard Mountains with warping distortion.
    ant_blen_HeteroTerrainDistorted_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset — 1.0
    • Distortion — 1.0
    • VL — Blender
  • Double Multi Fractal: Standard Mountains with Variable Lacunarity.
    ant_blen_MultifractalDouble_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset — 1.0
    • Gain — 1.0
    • VL — Blender
  • Noise Rocks: Rocky rocks.
    ant_blen_Rocks_s1

    • Depth — 8
    • Distortion — 1.0
    • Soft
  • Slick Rock: Smooth rocks.
    ant_blen_RocksSlick_s1

    • Depth — 8
    • Dimension — 1.0
    • Lacunarity — 2.0
    • Offset— 1.0
    • Gain — 1.0
    • Distortion — 1.0
    • VL — Blender
  • Planet Noise: Large-scale landscapes. Distant.
    ant_blen_Planet_s1

    • Depth — 8
    • Soft
  • Blender Texture Nodes: Unsure

    Definitions: Noise settings explained
    

Depth: Number of frequencies in the fBM. Number of noise octaves (1-16).
Dimension (H): Fractal dimension of the roughest areas. Intensity of peaks.
Lacunarity: Scale of noise octave relative to the previous octave. The gap between successive frequencies.

  • 0 = None
  • 1 = Matched with previous octave
  • 2 = Double

Offset: Elevation of mesh from ‘sea level.’
Gain: Magnitude of noise octaves.
Distortion: Amount of warping in the noise octaves.
Strata: Amount of geographical layers.
Amplitude: Amount of change between peaks & valleys.
Frequency: Number of waves between peaks & valleys.

Variable Lacunarity (VL) Noise Basis: Noise algorithm used for octave variety. Blends with primary noise basis. [Blender, Perlin, VoronoiF1, F2, etc.]

Effects: Patterns you can mix into your landscape
  • Gradient
    ant_efct1_Gradient

  • Waves
    ant_efct2_Waves

  • Zigzag
    ant_efct3_Zigzags

  • Wavy
    ant_efct4_Wavy

  • Bump
    ant_efct5_Bump

  • Dots
    ant_efct6_Dots

  • Ring
    ant_efct7_Ring

  • Spiral
    ant_efct8_Spiral

  • Square
    ant_efct9_Square

  • Blocks
    ant_efct10_Blocks

  • Grid
    ant_efct11_Grid

  • Tech
    ant_efct12_Tech

  • Crackle
    ant_efct13_Crackle

  • Cracks
    ant_efct14_Cracks

  • Rock
    ant_efct15_Rock

  • Lunar
    ant_efct16_Lunar

  • Cosine
    ant_efct17_Cosine

  • Spikey
    ant_efct18_Spikey

  • Stone
    ant_efct19_Stone

  • Flat Turbulence
    ant_efct20_TurbulenceFlat

  • Flat Voronoi
    ant_efct21_VoronoiFlat

Although these patterns are not influenced by a random seed, they can still be translated, scaled, and amplified to a great degree.

I hope these visual examples & pseudo-definitions are helpful in allowing you to better craft your ideal landscapes.
If you’d like to learn more about Blender’s noise coding, here is a source I found helpful: https://docs.blender.org/api/2.46/Noise-module.html

6 Likes

This is amazing, I signed up specifically to say thank you. I was looking for a reference after watching this clip here:

Blender Built-in Addon Terrain Creator

I wanted to play more with this idea, especially with the noise, looked around and found this. You can imagine how happy I am rn :joy::joy: