Images can be used as the source of noise. You can make specific world maps with it, as well as define your own terrain generation (for height). You find & create images in the 'images' folder.



You can add an image map to any noise generator such as regionStyle, continentStyle or even use them as heightmaps in generators.

"imageMap": {
    "image": "regions",
    "tiled": true,
    "channel": "RED",
    "coordinateScale": 1,
    "centered": true,
    "inverted": true,
    "interpolationMethod": "BILINEAR_STARCAST_9"

7 Elements

Seven other settings that you will likely need when setting up a loot-table are:

"imageMap": {
    "image": "",
    "tiled": true,
    "channel": "",
    "coordinateScale": 1,
    "centered": true,
    "inverted": true,
    "interpolationMethod": ""


The image setting contains the reference to the .png file found in the images folder in the pack. You can use subfolders as you are used to. Keep in mind that studio worlds do not hotload changes to your image maps, so you may have to use /iris studio hotload (/ir s h).


The tiled setting allows you to enable repeating the style over the entire map, instead of just at/around 0,0. Set this to true and try out /iris studio map (/ir s map) to see what it does.


The channel setting allows you to pick a certain input from the PNG image for your noise maps. You can use RGB and HSB directly, raw input, and some composite inputs which do some arithmetic on the RGB or HSB input values (such as COMPOSITE_MAX_RGB which takes the max RGB value at any point, instead of just R, G or B).


The coordinateScale setting allows you to map (by default) a certain number of blocks to each pixel. If this is set to 1, each pixel maps to 1 block (unless you also zoom on the noise). If it is set to 32 (default) then each pixel is responsible for 32 blocks in game.


The centered setting allows you to set your image map's center at 0,0, instead of having the left top corner of the image be at 0,0


The inverted setting, as you may guess, allows you to inverse the output signal of your channel. For example, if you selected RED as channel, and make a fully red image (R = 255) then set inverted to true, the output will be fully 0.


The interpolationMethod is used alongside coordinateScale to define the interpolation on those pixel -> block maps. If you have a default coordinate scale (32), then you will have 32*32 block areas in your world for each pixel. This does not look nice (for example if you are trying to make natural shapes in your image map), but you may also not want to draw each of those pixels manually. Then, you can use the interpolationMethod to interpolate as you are used to between generator styles, to smooth out those ugly massive squares.

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