Skip to content
ExtendedSource checked

Ridged Multifractal Noise

Builds sharp ridge-like terrain by inverting and layering noise octaves.

Quick Facts

Compact metadata for implementation and discovery.

Category
Procedural Generation
Difficulty
Intermediate
Family
Fractal Noise
Tier
Extended
Status
Verified
Review
Source Checked
Sources
1
Formulas
1
Relationships
3
Code example
Ready
Visualization
Ready

Overview

Ridged Multifractal Noise transforms each octave so values near zero become high ridges, then combines octaves into mountainous patterns.

Core Concepts

noise octaveridge transformfractal layeringterrain height

Quick facts

Complexity

Runtime and memory behavior at a glance.

Best

O(octaves)

Average

O(octaves)

Worst

O(octaves)

Space

O(1)

When to Use

  • Use when terrain needs craggy ridges rather than rolling hills.
  • Use when mountain terrain is a central requirement.

When Not to Use

  • Avoid when smooth clouds or soft blobs are the target style.
  • Avoid when the generator cannot enforce the playability, connectivity, or style constraints required.

What It Does

  • Samples multiple noise octaves
  • Transforms noise into ridge responses
  • Combines weighted ridge layers

Use Cases

  • Mountain terrain
  • Rocky masks
  • Planet surface generation

Inputs

  • Sample position
  • Noise function
  • Octave settings

Outputs

  • Ridged noise value

Key Formulas (1)

Ridge transform

ridge = (offset − |noisevalue|)2
ridge = (offset - abs(noise_value))^2

Turns values near zero into high ridge responses.

Pseudocode

  1. 1.For each octave, sample base noise
  2. 2.Convert the sample to a ridge value
  3. 3.Weight and add the ridge value
  4. 4.Increase frequency and reduce amplitude
  5. 5.Normalize the final result

Canonical Example

Input
base noise sample = -0.1
Output
ridge response = high
Explanation
Values near zero become ridge peaks after inversion.

Implementation Notes

  • Clamp or normalize the final value before using it as height.
  • Expose seed, scale, and constraint parameters so outputs can be reproduced.
  • Keep a tiny example with expected output beside the implementation.

Common Pitfalls

  • Too many high-frequency octaves can create noisy terrain instead of readable ridges.
  • Random-looking output can still contain repeated patterns, dead ends, or invalid regions.
  • Not defining boundary, empty, or degenerate inputs before implementation.

Interactive Mechanism Walkthrough

2D Grid Wavefront & Trajectory

Show smooth noise transformed into sharp bright ridge lines over several scales.

S
#
#
#
#
#
#
#
G
Step 1 of 5: For each octave, sample base noise
generated-grid

Notes

Gain and offset parameters strongly control ridge sharpness.

Sources (1)

What each reference supports for this entry.

Texturing and Modeling: A Procedural Approach

Book

Procedural texturing reference supporting Ridged Multifractal Noise noise, tiling, terrain, growth, or pattern-generation mechanism.

Explore Next

Good next jumps from the relationship graph, ranked for useful discovery.

Often paired withDomain Warping

Domain warping can add complexity to ridged terrain patterns.

Ridged multifractal noise modifies layered noise to emphasize ridges.

Tags

Procedural GenerationNoiseFractalTerrain