About Noise Toolkit for MicroVerse & more
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
- Art & Visuals > Textures & Materials
**Overview**
A GPU-accelerated procedural noise and terrain toolkit for Unity. Generate heightmaps, textures, and masks in real time and export them for efficient reuse.
**Noise Categories**
Choose from various generator types across these categories:
Noise: Perlin, Value, Simplex, Cellular, Threshold Cellular, Worley, White, Flow
Pattern: Maze, Hexagon, Line, Grid
Landscape: Ridged Multifractal, Erosive, Dune, Terrace Fields
**Features**
GPU compute shader pipeline, real-time at up to 4096×4096
Fractal modes: FBM, Billow, Ridge, Strata
Domain warping, thermal/hydraulic erosion, edge smoothing, Gaussian blur
Color grading, normalization, anti-aliasing, spatial transforms, bounds falloff
Export as PNG (8/16-bit) or EXR, single-channel or RGBA
Preset save/load system
Channel distribution for Threshold Cellular and Hexagon
**Pipeline**
Every noise runs through a GPU pipeline including fractal layering, domain warping, thermal and hydraulic erosion, edge smoothing and Gaussian blur, color grading, normalization, and anti-aliasing. Each stage is optional and runs at interactive speeds with resolutions up to 4096×4096.
**Integrations**
The asset provides integrations for Unity Terrain Brush, MicroVerse, and Gaia. Push results directly to your terrain workflow. Unity Terrain Brush support is built in. MicroVerse is auto-detected and you can assign directly to Height Stamps or Noise filters with one click. Gaia integration exports R16 stamps for implicit use in World Builder.
**Export**
Save as 8-bit or 16-bit in PNG or EXR format. Single-channel R16 heightmaps or full RGBA. The texture importer is configured automatically after saving with linear color space, compression, and mipmaps where appropriate.
A GPU-accelerated procedural noise and terrain toolkit for Unity. Generate heightmaps, textures, and masks in real time and export them for efficient reuse.
**Noise Categories**
Choose from various generator types across these categories:
Noise: Perlin, Value, Simplex, Cellular, Threshold Cellular, Worley, White, Flow
Pattern: Maze, Hexagon, Line, Grid
Landscape: Ridged Multifractal, Erosive, Dune, Terrace Fields
**Features**
GPU compute shader pipeline, real-time at up to 4096×4096
Fractal modes: FBM, Billow, Ridge, Strata
Domain warping, thermal/hydraulic erosion, edge smoothing, Gaussian blur
Color grading, normalization, anti-aliasing, spatial transforms, bounds falloff
Export as PNG (8/16-bit) or EXR, single-channel or RGBA
Preset save/load system
Channel distribution for Threshold Cellular and Hexagon
**Pipeline**
Every noise runs through a GPU pipeline including fractal layering, domain warping, thermal and hydraulic erosion, edge smoothing and Gaussian blur, color grading, normalization, and anti-aliasing. Each stage is optional and runs at interactive speeds with resolutions up to 4096×4096.
**Integrations**
The asset provides integrations for Unity Terrain Brush, MicroVerse, and Gaia. Push results directly to your terrain workflow. Unity Terrain Brush support is built in. MicroVerse is auto-detected and you can assign directly to Height Stamps or Noise filters with one click. Gaia integration exports R16 stamps for implicit use in World Builder.
**Export**
Save as 8-bit or 16-bit in PNG or EXR format. Single-channel R16 heightmaps or full RGBA. The texture importer is configured automatically after saving with linear color space, compression, and mipmaps where appropriate.