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guides/density-functions.md
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---
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title: How the noise router and density functions work
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versions:
|
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- '1.18.2'
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- '1.19'
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tags:
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- worldgen
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- noise
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---
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[Density functions](/worldgen/density-function/) are used by the dimension generator to generate the terrain. They make up mathematical expressions that decide whether or not a block should be solid terrain.
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||||
## Noise router
|
||||
The noise router is a piece of configuration in [noise settings](/worldgen/noise-settings/). It's a collection of density functions, some used for the biome layout, aquifers, or ore veins. The one that decides the terrain is **`final_density`**. This density function will be computed for every block position. If it returns a value greater than `0` the default block will be placed, otherwise either air or the default fluid will be placed.
|
||||
|
||||
With this information we can make the most basic noise router, one where every density function is set to `0`. As predicted, this will result in a void world. Similarly, setting `"final_density": 1` will result in a world completely filled with stone.
|
||||
|
||||
**`data/minecraft/worldgen/noise_settings/overworld.json`**
|
||||
```json
|
||||
{
|
||||
"sea_level": 0,
|
||||
"disable_mob_generation": false,
|
||||
"aquifers_enabled": false,
|
||||
"ore_veins_enabled": false,
|
||||
"legacy_random_source": false,
|
||||
"default_block": {
|
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"Name": "minecraft:stone"
|
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},
|
||||
"default_fluid": {
|
||||
"Name": "minecraft:water",
|
||||
"Properties": {
|
||||
"level": "0"
|
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}
|
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},
|
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"noise": {
|
||||
"min_y": 0,
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"height": 256,
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"size_horizontal": 2,
|
||||
"size_vertical": 2
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},
|
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"noise_router": {
|
||||
"barrier": 0,
|
||||
"fluid_level_floodedness": 0,
|
||||
"fluid_level_spread": 0,
|
||||
"lava": 0,
|
||||
"temperature": 0,
|
||||
"vegetation": 0,
|
||||
"continents": 0,
|
||||
"erosion": 0,
|
||||
"depth": 0,
|
||||
"ridges": 0,
|
||||
"initial_density_without_jaggedness": 0,
|
||||
"final_density": 0,
|
||||
"vein_toggle": 0,
|
||||
"vein_ridged": 0,
|
||||
"vein_gap": 0
|
||||
},
|
||||
"spawn_target": [],
|
||||
"surface_rule": {
|
||||
"type": "minecraft:sequence",
|
||||
"sequence": []
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Density function files
|
||||
In the above example all the density functions are constant numbers, but they don't have to be. Another option is to reference a density function file. Vanilla has some builtin density functions, for example:
|
||||
|
||||
```json
|
||||
"final_density": "minecraft:overworld/base_3d_noise"
|
||||
```
|
||||
|
||||
You can create your own density functions in the `worldgen/density_function` folder.
|
||||
|
||||
## Complex density functions
|
||||
All the other density function types are defined as an object with a `"type"` field and optionally more fields. For example:
|
||||
```json
|
||||
{
|
||||
"type": "minecraft:noise",
|
||||
"noise": "minecraft:cave_entrance",
|
||||
"xz_scale": 0.75,
|
||||
"y_scale": 0.5
|
||||
}
|
||||
```
|
||||
<br/>
|
||||
The following is a list of all density functions in {#version#}
|
||||
|
||||
### `abs`
|
||||
Calculates the absolute value of another density function.
|
||||
* `argument`: The input density function
|
||||
|
||||
### `add`
|
||||
Adds two density functions together.
|
||||
* `argument1`: The first density function
|
||||
* `argument2`: The second density function
|
||||
|
||||
### `beardifier`
|
||||
Adds beards for structures (see the `terrain_adaptation` field).
|
||||
|
||||
*This density function has no extra fields*
|
||||
|
||||
### `blend_alpha`
|
||||
|
||||
*This density function has no extra fields*
|
||||
|
||||
### `blend_density`
|
||||
* `argument`: The input density function
|
||||
|
||||
### `blend_offset`
|
||||
|
||||
*This density function has no extra fields*
|
||||
|
||||
### `cache_2d`
|
||||
Only computes the input density once for each column, at Y=0
|
||||
* `argument`: The input density function
|
||||
|
||||
### `cache_all_in_cell`
|
||||
Used in combination with [`interpolated`](#interpolated).
|
||||
* `argument`: The input density function
|
||||
|
||||
### `cache_once`
|
||||
If this density function is referenced twice, it is only computed once per block position.
|
||||
* `argument`: The input density function
|
||||
|
||||
### `clamp`
|
||||
Clamps the input between two values.
|
||||
* `input`: The input density function
|
||||
* `min`: The lower bound
|
||||
* `max`: The upper bound
|
||||
|
||||
### `constant`
|
||||
A constant value. `{"type": "constant", "argument": 2}` is equivalent to `2`.
|
||||
* `argument`: The constant number
|
||||
|
||||
### `cube`
|
||||
Cubes the input. (`x^3`)
|
||||
* `argument`: The input density function
|
||||
|
||||
### `end_islands`
|
||||
|
||||
*This density function has no extra fields*
|
||||
|
||||
### `flat_cache`
|
||||
Similar to [`cache_2d`](#cache_2d) in that it only computes the input once for each column, but now at the first Y value that is requested.
|
||||
|
||||
### `half_negative`
|
||||
If the input is negative, returns half of the input. Otherwise returns the input. (`x < 0 ? x/2 : x`)
|
||||
* `argument`: The input density function
|
||||
|
||||
### `interpolated`
|
||||
Computes the input density at each of the 8 corners of a cell and interpolates between them. The size of a cell if determined by `size_horizontal * 4` and `size_vertical * 4`.
|
||||
* `argument`: The input density function
|
||||
|
||||
### `max`
|
||||
Returns the maximum of two density functions.
|
||||
* `argument1`: The first density function
|
||||
* `argument2`: The second density function
|
||||
|
||||
### `min`
|
||||
Returns the minimum of two density functions.
|
||||
* `argument1`: The first density function
|
||||
* `argument2`: The second density function
|
||||
|
||||
### `mul`
|
||||
Multiplies two density functions.
|
||||
* `argument1`: The first density function
|
||||
* `argument2`: The second density function
|
||||
|
||||
### `noise`
|
||||
The noise density function samples a noise.
|
||||
* `noise`: A reference to a `worldgen/noise` file
|
||||
* `xz_scale`: Scales the X and Z inputs before sampling
|
||||
* `y_scale`: Scales the Y input before sampling
|
||||
|
||||
### `old_blended_noise`
|
||||
Uses a different kind of noise than [`noise`](#noise).
|
||||
* `xz_scale`
|
||||
* `y_scale`
|
||||
* `xz_factor`
|
||||
* `y_factor`
|
||||
* `smear_scale_multiplier`
|
||||
|
||||
### `quarter_negative`
|
||||
If the input is negative, returns a quarter of the input. Otherwise returns the input. (`x < 0 ? x/4 : x`)
|
||||
* `argument`: The input density function
|
||||
|
||||
### `range_choice`
|
||||
Computes the input value, and depending on that result returns one of two other density functions.
|
||||
* `input`: The input density function
|
||||
* `min_inclusive`: The lower bound of the range
|
||||
* `max_exclusive`: The upper bound of the range
|
||||
* `when_in_range`: Density function that will be returned when the input is inside the range
|
||||
* `when_out_of_range`: Density function that will be returned When the input is outside the range
|
||||
|
||||
### `shift`
|
||||
Computes the input density at `(x/4, y/4, z/4)`.
|
||||
* `argument`: The input density function
|
||||
|
||||
### `shift_a`
|
||||
Computes the input density at `(x/4, 0, z/4)`.
|
||||
* `argument`: The input density function
|
||||
|
||||
### `shift_b`
|
||||
Computes the input density at `(z/4, x/4, 0)`.
|
||||
* `argument`: The input density function
|
||||
|
||||
### `shifted_noise`
|
||||
Similar to [`noise`](#noise), but first shifts the input coordinates.
|
||||
* `noise`: A reference to a `worldgen/noise` file
|
||||
* `xz_scale`: Scales the X and Z inputs before sampling
|
||||
* `y_scale`: Scales the Y input before sampling
|
||||
* `shift_x`: Density function used to offset the X input
|
||||
* `shift_y`: Density function used to offset the Y input
|
||||
* `shift_z`: Density function used to offset the Z input
|
||||
|
||||
### `spline`
|
||||
Computes a spline. More information about splines will follow in a future guide.
|
||||
* `spline`: The spline, can be either a number or an object:
|
||||
* `coordinate`: The density function that will be used for the locations
|
||||
* `points`: List of points of the cubic spline, cannot be empty
|
||||
* `location`: Input value
|
||||
* `value`: Output value, can be either a number or a spline object
|
||||
* `derivative`: The slope at this point
|
||||
{#[1.18.2]
|
||||
* `min_value`: The minimum output value of the spline
|
||||
* `max_value`: The maximum output value of the spline
|
||||
#}
|
||||
|
||||
### `square`
|
||||
Squares the input. (`x^2`)
|
||||
* `argument`: The input density function
|
||||
|
||||
### `squeeze`
|
||||
First clamps the input between `-1` and `1`, then transforms it using `x/2 - x*x*x/24`.
|
||||
* `argument`: The input density function
|
||||
|
||||
{#[1.18.2]
|
||||
### `terrain_shaper_spline`
|
||||
Computes a terrain shaper spline from the noise settings.
|
||||
* `spline`: The terrain shaper spline to use. One of `offset`, `factor`, or `jaggedness`
|
||||
* `min_value`: The minimum output value of the spline
|
||||
* `max_value`: The maximum output value of the spline
|
||||
* `continentalness`: The density function to use for the `continents` spline coordinate
|
||||
* `erosion`: The density function to use for the `erosion` spline coordinate
|
||||
* `weirdness`: The density function to use for the `weirdness` spline coordinate
|
||||
#}
|
||||
|
||||
### `weird_scaled_sampler`
|
||||
* `rarity_value_mapper`: One of `type_1` or `type_2`
|
||||
* `noise`: A reference to a `worldgen/noise` file
|
||||
* `input`: The input density function
|
||||
|
||||
### `y_clamped_gradient`
|
||||
Returns the Y position after mapping it to a range.
|
||||
* `from_y`
|
||||
* `to_y`
|
||||
* `from_value`: The value to map `from_y` to
|
||||
* `to_value`: The value to map `to_y` to
|
||||
52
guides/density-functions/index.html
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Reference in New Issue
Block a user