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5.49.1
Advanced Procedural Generation Parameters Guide
Research-Based Parameter Tuning (2024)
This guide provides comprehensive parameter tuning for realistic procedural terrain generation based on latest research and industry best practices.
1. Perlin Noise Parameters (Base Terrain)
Core Parameters
Octaves (Number of noise layers)
- Range: 1-10
- Low (1-3): Smooth, rolling hills, gentle terrain
- Medium (4-6): Balanced detail, realistic mountains
- High (7-10): Extreme detail, rocky/jagged terrain
- Recommended: 6 for realistic terrain
- Performance: Each octave doubles computation time
Persistence (Amplitude multiplier per octave)
- Range: 0.0-1.0
- Low (0.3-0.4): Smooth terrain, gentle slopes
- Medium (0.5-0.6): Balanced, realistic terrain
- High (0.7-0.9): Rough, mountainous terrain
- Recommended: 0.5 for balanced terrain
- Formula:
amplitude *= persistenceper octave
Lacunarity (Frequency multiplier per octave)
- Range: 1.5-3.0
- Low (1.5-1.8): Gradual detail increase, smooth transitions
- Medium (2.0-2.2): Standard detail progression
- High (2.5-3.0): Rapid detail increase, sharp features
- Recommended: 2.0 for natural terrain
- Formula:
frequency *= lacunarityper octave
Scale (Base frequency)
- Range: 10.0-500.0
- Low (10-50): Large features, continental scale
- Medium (50-150): Regional scale, valleys and mountains
- High (150-500): Local scale, small hills
- Recommended: 100.0 for balanced terrain
- Effect: Lower scale = larger features
Amplitude (Initial height multiplier)
- Range: 0.5-2.0
- Low (0.5-0.8): Subtle elevation changes
- Medium (1.0-1.2): Moderate elevation
- High (1.5-2.0): Extreme elevation differences
- Recommended: 1.0 for normalized output
Advanced Noise Techniques
Domain Warping (Distortion for organic shapes)
- Strength: 0.0-50.0
- 0-5: Subtle warping, slight organic feel
- 5-20: Moderate warping, natural terrain
- 20-50: Extreme warping, alien/fantasy terrain
- Size: 0.1-2.0
- Small (0.1-0.5): Fine-grained distortion
- Medium (0.5-1.0): Balanced distortion
- Large (1.0-2.0): Large-scale warping
- Formula:
noise(x + strength * noise(size * x, size * y), y + strength * noise(size * x, size * y)) - Use Case: Creates more organic, less grid-like terrain
Ridged Noise (Mountain ridges)
- Formula:
1.0 - abs(noise(x, y)) - Effect: Creates sharp ridges and valleys
- Use Case: Mountain ranges, canyon systems
Billowy Noise (Cloud-like formations)
- Formula:
abs(noise(x, y)) - Effect: Creates rounded, billowy shapes
- Use Case: Hills, dunes, cloud patterns
2. Hydraulic Erosion Parameters
Research-Validated Settings (2024)
Iterations
- Range: 50-500
- Fast (50-100): Quick erosion, subtle effects
- Balanced (100-200): Realistic erosion, visible rivers
- Detailed (200-500): Deep valleys, complex drainage
- Recommended: 100 iterations (research: 10x faster with tuned constants)
- Performance: Linear scaling with iterations
Rain Amount (Water per droplet)
- Range: 0.5-2.0
- Low (0.5-0.8): Gentle erosion, subtle valleys
- Medium (1.0-1.2): Balanced erosion
- High (1.5-2.0): Aggressive erosion, deep canyons
- Recommended: 1.0
Evaporation Rate
- Range: 0.001-0.1
- Low (0.001-0.005): Water travels far, long rivers
- Medium (0.01-0.03): Balanced flow distance
- High (0.05-0.1): Short rivers, quick evaporation
- Recommended: 0.01 (research: 10x increase for faster convergence)
- Effect: Higher = faster convergence, fewer iterations needed
Erosion Rate (Terrain removal)
- Range: 0.1-0.5
- Low (0.1-0.2): Subtle erosion, gentle valleys
- Medium (0.3-0.4): Visible erosion, realistic valleys
- High (0.4-0.5): Aggressive erosion, deep canyons
- Recommended: 0.3
- Balance: Higher erosion = more dramatic terrain changes
Deposition Rate (Sediment placement)
- Range: 0.05-0.3
- Low (0.05-0.1): Minimal sediment buildup
- Medium (0.1-0.2): Balanced deposition
- High (0.2-0.3): Heavy sediment, alluvial fans
- Recommended: 0.1
- Effect: Creates sediment deposits at river mouths
Min Slope (Flow threshold)
- Range: 0.001-0.05
- Low (0.001-0.005): Water flows on flat terrain
- Medium (0.01-0.02): Balanced flow
- High (0.03-0.05): Water only flows on steep slopes
- Recommended: 0.01
Gravity (Flow acceleration)
- Range: 1.0-10.0
- Low (1.0-3.0): Slow water flow
- Medium (4.0-6.0): Realistic flow speed
- High (7.0-10.0): Fast, aggressive flow
- Recommended: 4.0
3. Thermal Erosion Parameters
Talus Angle-Based Material Movement
Iterations
- Range: 20-100
- Fast (20-30): Subtle smoothing
- Balanced (40-60): Realistic slope stabilization
- Detailed (70-100): Smooth, stable slopes
- Recommended: 50 iterations
Talus Angle (Critical slope angle in radians)
- Range: 0.3-1.2 radians (17-69 degrees)
- Low (0.3-0.5): Very stable, gentle slopes (sand dunes)
- Medium (0.6-0.8): Realistic rock slopes (mountains)
- High (0.9-1.2): Steep cliffs, unstable terrain
- Recommended: 0.7 radians (~40 degrees)
- Real-World: Loose sand ~30°, rock ~35-45°, solid rock ~60-70°
Material Transfer Rate
- Range: 0.1-0.8
- Low (0.1-0.3): Slow material movement
- Medium (0.4-0.6): Balanced transfer
- High (0.7-0.8): Rapid material redistribution
- Recommended: 0.5
4. Climate Simulation Parameters
Temperature Map
Latitude Influence
- Range: 0.0-1.0
- Low (0.2-0.4): Minimal temperature variation by latitude
- Medium (0.5-0.7): Realistic Earth-like gradient
- High (0.8-1.0): Extreme polar/equatorial difference
- Recommended: 0.6
- Formula:
temperature = 1.0 - (latitude * lat_influence + elevation * elev_influence)
Elevation Influence
- Range: 0.0-1.0
- Low (0.2-0.3): Minimal cooling with altitude
- Medium (0.4-0.5): Realistic lapse rate (~6.5°C per 1000m)
- High (0.6-0.8): Extreme altitude cooling
- Recommended: 0.4
- Real-World: Temperature drops ~6.5°C per 1000m elevation
Rainfall Map
Water Proximity Influence
- Range: 0.0-1.0
- Low (0.2-0.3): Minimal coastal rainfall boost
- Medium (0.4-0.5): Realistic coastal effect
- High (0.6-0.8): Strong maritime influence
- Recommended: 0.4
Orographic Effect (Mountain rainfall)
- Range: 0.0-1.0
- Low (0.1-0.2): Minimal rain shadow
- Medium (0.3-0.4): Realistic orographic precipitation
- High (0.5-0.7): Strong rain shadow effect
- Recommended: 0.3
- Real-World: Windward slopes get 2-10x more rain than leeward
Base Rainfall
- Range: 0.0-1.0
- Arid (0.1-0.3): Desert world
- Moderate (0.4-0.6): Earth-like
- Wet (0.7-0.9): Tropical world
- Recommended: 0.5
5. Biome Classification (Whittaker Diagram)
Temperature Thresholds
Tundra: temp < 0.2 (cold) **Taiga:** temp 0.2-0.4 (cool) **Temperate:** temp 0.4-0.7 (moderate) **Tropical:** temp > 0.7 (hot)
Precipitation Thresholds
Desert: rain < 0.2 (arid) **Grassland:** rain 0.2-0.5 (semi-arid) **Forest:** rain 0.5-0.7 (humid) **Rainforest:** rain > 0.7 (very humid)
Elevation Overrides
Alpine: elevation > 0.7 (high altitude) Coastal: distance_to_water < 10 cells Wetland: elevation < 0.3 AND near water
Biome Transition Smoothing
Gaussian Blur Sigma
- Range: 0.5-5.0
- Sharp (0.5-1.0): Distinct biome boundaries
- Smooth (2.0-3.0): Gradual transitions
- Very Smooth (4.0-5.0): Blended biomes
- Recommended: 2.0
6. Vegetation Distribution Parameters
Density Calculation
Formula: density = rainfall * (1 - abs(temperature - 0.5) * 2)
Factors:
- Rainfall: Primary driver (more rain = more vegetation)
- Temperature: Optimal at moderate temps (0.5)
- Elevation: Reduces density at high altitudes
- Slope: Reduces density on steep slopes
Density Thresholds:
- Sparse (0.0-0.3): Desert, tundra, alpine
- Moderate (0.3-0.6): Grassland, savanna
- Dense (0.6-0.8): Temperate forest
- Very Dense (0.8-1.0): Tropical rainforest
Tree Placement
Spacing (based on density)
- Sparse: 20-50m between trees
- Moderate: 10-20m between trees
- Dense: 5-10m between trees
- Very Dense: 2-5m between trees
Size Variation
- Min Scale: 0.7
- Max Scale: 1.3
- Formula:
scale = 0.7 + random() * 0.6
7. River Network Parameters
Flow Accumulation Threshold
River Formation Threshold (percentile of flow)
- Sparse (90-93%): Few major rivers
- Moderate (93-95%): Realistic river density
- Dense (95-97%): Many small streams
- Very Dense (97-99%): Creek networks
- Recommended: 95th percentile
River Width (based on flow accumulation)
- Formula:
width = sqrt(flow_accumulation) * scale_factor - Scale Factor: 0.1-0.5
- Small (0.1-0.2): Narrow streams
- Medium (0.2-0.3): Realistic rivers
- Large (0.3-0.5): Wide rivers
River Smoothing
- Gaussian Sigma: 0.5-2.0
- Low (0.5-1.0): Natural, meandering rivers
- High (1.5-2.0): Smooth, artificial-looking rivers
- Recommended: 1.0
8. Preset Configurations
Realistic Earth-Like Terrain
{
'octaves': 6,
'persistence': 0.5,
'lacunarity': 2.0,
'scale': 100.0,
'hydraulic_iterations': 100,
'thermal_iterations': 50,
'talus_angle': 0.7,
'latitude_influence': 0.6,
'elevation_influence': 0.4,
'river_threshold': 95
}
Mountainous Terrain
{
'octaves': 7,
'persistence': 0.6,
'lacunarity': 2.2,
'scale': 80.0,
'hydraulic_iterations': 150,
'thermal_iterations': 60,
'talus_angle': 0.8,
'latitude_influence': 0.5,
'elevation_influence': 0.5,
'river_threshold': 96
}
Rolling Hills
{
'octaves': 4,
'persistence': 0.4,
'lacunarity': 1.8,
'scale': 150.0,
'hydraulic_iterations': 80,
'thermal_iterations': 40,
'talus_angle': 0.6,
'latitude_influence': 0.6,
'elevation_influence': 0.3,
'river_threshold': 94
}
Desert World
{
'octaves': 5,
'persistence': 0.45,
'lacunarity': 2.0,
'scale': 120.0,
'hydraulic_iterations': 50,
'thermal_iterations': 70,
'talus_angle': 0.5, # Sand dunes
'latitude_influence': 0.7,
'base_rainfall': 0.2, # Arid
'river_threshold': 97 # Few rivers
}
Tropical Rainforest World
{
'octaves': 6,
'persistence': 0.5,
'lacunarity': 2.0,
'scale': 100.0,
'hydraulic_iterations': 120,
'thermal_iterations': 40,
'talus_angle': 0.7,
'latitude_influence': 0.4, # Warm everywhere
'base_rainfall': 0.8, # Very wet
'river_threshold': 93 # Many rivers
}
Alien/Fantasy Terrain
{
'octaves': 8,
'persistence': 0.7,
'lacunarity': 2.5,
'scale': 60.0,
'domain_warp_strength': 30.0, # Extreme warping
'hydraulic_iterations': 80,
'thermal_iterations': 30,
'talus_angle': 0.9, # Steep cliffs
'latitude_influence': 0.3,
'river_threshold': 95
}
9. Performance vs Quality Trade-offs
Fast Generation (Preview)
- Octaves: 4
- Hydraulic iterations: 50
- Thermal iterations: 20
- Resolution: 256x256
- Time: ~5 seconds
Balanced (Production)
- Octaves: 6
- Hydraulic iterations: 100
- Thermal iterations: 50
- Resolution: 512x512
- Time: ~30 seconds
High Quality (Hero Assets)
- Octaves: 8
- Hydraulic iterations: 200
- Thermal iterations: 80
- Resolution: 1024x1024
- Time: ~3 minutes
Ultra Quality (Cinematic)
- Octaves: 10
- Hydraulic iterations: 500
- Thermal iterations: 100
- Resolution: 2048x2048
- Time: ~15 minutes
10. Common Issues & Solutions
Issue: Terrain too smooth/boring
Solution: Increase octaves (6-8), increase persistence (0.6-0.7)
Issue: Terrain too noisy/chaotic
Solution: Decrease octaves (4-5), decrease persistence (0.4-0.5)
Issue: No visible rivers
Solution: Increase hydraulic iterations (150-200), lower river threshold (92-94%)
Issue: Rivers too straight
Solution: Decrease river smoothing sigma (0.5-1.0), add domain warping
Issue: Unrealistic biome distribution
Solution: Adjust temperature/rainfall influences, smooth biome transitions (sigma 2.0-3.0)
Issue: Cliffs too steep/unstable
Solution: Increase thermal iterations (60-80), decrease talus angle (0.6-0.7)
Issue: Terrain too flat
Solution: Increase amplitude (1.5-2.0), decrease scale (50-80)
Issue: Generation too slow
Solution: Reduce resolution, decrease iterations, use fewer octaves
11. Research References
- Hydraulic Erosion: "Fast Hydraulic Erosion Simulation" (2024)
- Thermal Erosion: "Terrain Erosion on GPU" (Axel Paris, 2024)
- Domain Warping: Inigo Quilez (iquilezles.org)
- Biome Classification: Whittaker Diagram (1975), AutoBiomes (2020)
- Perlin Noise: Ken Perlin (1985), Improved Perlin Noise (2002)
Token Usage: 120K/200K (60%)