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Fractal noise terrain with islands, ridges and terraces

Generate a grid terrain from fractal gradient noise with ridged mode, island falloff, terraces, sea-level flattening and an optional closed base, plus a vertex group for the sea floor. Use it for landscapes, game maps, dioramas and printable relief models.

Recorded render of Fractal noise terrain with islands, ridges and terraces

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • graphcheck.py
  • heightmap_terrain.py
  • meshcheck.py
  • preview.png
  • test_heightmap_terrain.py
  • test_package.py
  • verification/native.json

How it works

Operator
baltor.heightmap_terrain
Parameters
size, resolution, height, feature_size, octaves, lacunarity, gain, ridged and 5 more
Result
One smooth-shaded mesh object named Terrain with a UVMap and a sea vertex group.
Blender
4.2 or later
Axes
Blender Z up, -Y forward
Units
metres

Recorded checks

blender 5.2.1 LTS (hash 9e2066aef7ef built 2026-08-25 02:12:34)

  • addon_install_and_enable
  • operator_runs_with_defaults
  • blender_data_matches_core
  • addon_disable_unregisters
  • script_mode_runs
  • clean_reopen_addon_file
  • clean_reopen_script_file
  • gltf_separate_export
  • engine_output_clean

Limits to consider

A height field: no caves, overhangs or erosion simulation. Gradient noise on a square lattice can show faint axis alignment. Terraces use a quartic softened step and island falloff a radial smoothstep, both stylized rather than geological. High resolutions are slow in pure Python (1024 cells per side is about a million vertices). Verified in Blender 5.2.1; written for the 4.2 API.