Basic Operator attributes


Noise Operator

Noise Operator attributes

The Noise Operator generates a height field based on fractal noise functions. Using noises for terrain generation is a classic way, to get realistic-looking results that never repeat, with little effort.

The Noise Operator also supports Distortion.

Tip: Explore the infinite noise space by moving, rotating, and scaling the Noise Operator object (use the Object Mode for scaling)!

Noise Type

Choose one of many available noise functions here. You will notice that not all noise types you know from Cinema 4D are included here; the reason is simply that many of them are not suitable for terrain generation. If you want to use a noise type that's not in this list, use the Shader Operator.


This controls the detail of many noise functions (not all, though, for some noise types it has no effect). Larger values produce higher detail. Remember that a certain amount of terrain subdivisions is required for finer detail to show.


The random seed for the noise calculation. Each value gives a different result. Every new operator is created with a different seed value.


This option will flip the altitude, so monutains will be valleys, and valley will become mountains.


Most noises return values between -1.0 and 1.0. With this checkbox, those values can be folded into the purely positive range, resulting in a more bumpy or billowy look.

Not all noise functions support this!


By default, the output of a noise operator is always normalized. In practice, this scales the lowest valley in the noise field to an altitude of 0.0 and the highest mountain to the altitude dictated by the Gain parameter.

While that gives you very easy and immediate control over the terrain's amplitude, it does make it difficult to e.g. place two terrans next to each other and have them fit together. If you deactivate this option, the operator's output is not normalized. As a result, you may get surprisingly low, high, or unspectacular terrains.

Deactivating this is a good idea if you want to place multiple terrains next to each other and have them fit together!


Enable to to flip the terrain along Y. Mountains become valleys, and valleys become mountains.


While scaling the noise by scaling the operator object is pretty intuitive, you can also use this value to zoom on and out of the noise field.


Exploring the noise field by moving the operator object is very intuitive, but you can additionally use this parameter. Changing X and Z will move through the noise field, while changing Y will alter the field.


By default, the position, rotation and scale of just the Noise Operator (and maybe its parent Group Operators) define the sampling matrix of the noise field. Moving the Terrain Object will move the whole terrain, without changing the output of Noise Operators.

By activating this option, the Terrain Object will work more like a ‘window to the noise world’: Moving and rotating it reveals other regions of the noise field, while scaling it change the window's size instead of scaling the noise field.

This is ideal if you want to place multiple terrains next to each other and have them fit together!


Examples of Distortion in a Noise Operator

By displacing the sample coordinates in a random circular direction, noise fields can look even more interesting.


Enables Distortion.


Defines the strength of the distortion.


This changes the direction into which the sample coordinates are displaced.


Changes the scale of the displacement pattern.


Offsets the displacement pattern, creating different variations.


Check this to glue the displacement pattern to the operator.