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