Interactive demo

Noise Terrain Generator

Stack layers of different noise types into a heightmap and explore the resulting landscape in 3D. Compare how every kind of noise shapes the terrain.

Loading the 3D view …

Drag to rotate, scroll to zoom. Change the noise layers below to reshape the landscape.

Terrain

Shape

Display

Noise types compared

NoiseOutputBuilt fromWork per sampleSmooth
Value NoiseScalar fieldRandom values on a grid4 grid pointsYes
Perlin NoiseScalar fieldRandom gradients on a grid4 grid pointsYes
Simplex NoiseScalar fieldGradients on a triangle grid3 cornersYes
Worley NoiseScalar fieldRandom feature points9 to 25 cellsNo
Blue NoisePoint setRandom candidates around existing pointsUp to 30 tries per point–
Fractal NoiseScalar fieldOctaves of a base noise1 base noise per octaveYes
Diamond-SquareHeightmapDisplaced midpoints of a grid4 neighbors per pointNo
Colors of NoiseSignal or imageWhite noise filtered by frequency1 FFT for all samples–
Domain WarpingScalar fieldFractal noise at warped positionsUp to 5 fractal noisesYes
Curl NoiseVector fieldDerivatives of a noise field4 noise samplesYes
Noise Terrain Generator this pageHeightmapStacked noise layersLayers × octaves–

Noise layers

The layers are combined from top to bottom, the first one is the base. Solo shows a single layer on its own, so you can compare the noise types directly.

Layer 1Base
Layer 2Add
Layer 3Add

1. Heightmap

Every point of the terrain samples the noise layers at its position. The combined value becomes its height, colored from sea and beach to grass, rock and snow.

2. Stacking layers

A layer with a low frequency forms continents and valleys, higher frequencies add hills and roughness. The blend mode decides how a layer changes the result so far: add, subtract, mask it (multiply) or keep the higher or lower value.

3. Which noise for what

Perlin and simplex noise give smooth, rolling shapes, value noise looks a little blockier. Ridged noise forms mountain ridges, billow noise rounded dunes and Worley noise cells and craters.