Auragen docs
Auragen docs
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Generators
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GeneratorsNoise

Topographic

Stepped elevation terraces from an internal terrain field or a plugged-in height map, with contour and rainbow color modes.

The Topographic node turns a height field into stepped elevation terraces — the layered look of a contour map or a paper relief model. It generates its own terrain by default, or reads a height map from its input, and colors the result as a rainbow, a gradient, grayscale height, or contour lines.

Topographic default output

  • One texture output; two optional texture inputs (height source and composite)
  • Terrain, terrace, and color controls; four Color Mode looks
  • Wire any generator into Height Input to terrace its luminance instead of the internal terrain
  • Found in nerdGRAPH under Generators as Topographic
Example patch — drag onto the app to load

The image on the right is the example patch itself — drag and drop it onto the app (or load it with File → Load) to open the full graph.

Inputs and outputs

Topographic node

PortTypePurpose
Height InputTextureWhen connected, its luminance replaces the internal terrain — terrace any generator or image by its brightness
Composite InputTextureComposited over the output using the node's Blend Mode and Opacity
OutputTextureThe terraced, colored elevation map
Feed a Perlin or FBM generator into Height Input to terrace a noise field you can shape independently.

Parameters

Topographic parameters

Opacity, Blend Mode — the standard operator header; see Perlin Noise.

Terrain

Ignored when a Height Input is connected.

  • Scale (0.1–20, default 2) — terrain frequency. Detail (0–1, default 0.2) — fine relief on top of the base shape.
  • Seed, Offset X / Offset Y — pick and pan the terrain.
  • Evolve Speed (0–3, default 0.3) — how fast the terrain morphs over time.

Terraces

  • Water Level (0–1, default 0.65) — the cutoff below which terrain reads as flat water/floor.
  • Terraces (1–64, default 8) — number of elevation steps.
  • Bevel (0–4, default 1) and Bevel Offset — the shading and width of each step's edge.

Color

  • Color Mode — Rainbow (default, hue by elevation), Gradient (your own inline gradient), Height (grayscale), or Contour Lines (isolines on a spatial rainbow).
  • Hue Offset, Hue Range, Saturation, Brightness — drive the Rainbow and Contour palettes. Depth Darken (Rainbow only) shades lower terraces. Line Width (Contour only) sets isoline thickness.
  • Wall Color, Transparent Wall — the vertical faces between terraces.

Post

  • Vertical Shade (0–1, default 0.3) and Grain (0–0.3, default 0.05) — subtle shading and texture on the final image.

Every slider has a per-parameter animation bar, so any of these can be animated, audio-driven, or MIDI-mapped — see Parameters and Controls.

Troubleshooting

Everything is one flat color — Terraces is very low, or Water Level is near 1 so most of the field reads as water. Raise Terraces and lower Water Level.

Height Input seems ignored — only its luminance is read; a very dark input gives a flat map. The internal Terrain sliders have no effect while an input is connected.

Gradient mode looks wrong — set Color Mode to Gradient, then edit the stops in the inline gradient editor in the parameters panel.

Related

Voronoi

Cellular regions instead of smooth contours.

Gradient Colorizer

Map any grayscale field to a custom color ramp.

3D Voronoi

Colored cell-noise generator that renders an extruded, isometric block field with palettes, wireframe edges, and per-cell texture projection.

Reaction Diffusion

A live Gray-Scott chemical simulation that grows organic Turing patterns — dots, stripes, and mazes that evolve over time.

On this page

Inputs and outputsParametersTerrainTerracesColorPostTroubleshootingRelated