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Iris-Pack-Ymir/.iris/schema/generators-schema.json
Brian Neumann-Fopiano de75d85823 Init
2024-08-14 13:31:37 -04:00

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{
"$schema": "http://json-schema.org/draft-07/schema#",
"$id": "https://volmit.com/iris-schema/irisgenerator.json",
"description": "Represents a composite generator of noise gens",
"type": "object",
"properties": {
"preprocessors": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/erzscripts"},
"description": "preprocessors\nPreprocess this object in-memory when it's loaded, run scripts using the variable 'Iris.getPreprocessorObject()' and modify properties about this object before it's used.\n \nList<Script>\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list.\nMust be a valid Script (use ctrl+space for auto complete!)"
},
"zoom": {
"type": "number",
"minimum": 0.001,
"description": "zoom\nThe zoom or frequency.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.001"
},
"opacity": {
"type": "number",
"minimum": 0,
"description": "opacity\nThe opacity, essentially a multiplier on the output.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.0"
},
"multiplicitive": {
"type": "boolean",
"description": "multiplicitive\nMultiply the compsites instead of adding them\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"cellFractureZoom": {
"type": "number",
"minimum": 0.001,
"description": "cellFractureZoom\nThe size of the cell fractures\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.001"
},
"cellFractureShuffle": {
"type": "number",
"minimum": 0,
"description": "cellFractureShuffle\nCell Fracture Coordinate Shuffling\n \nNumber\n\n \n* Default Value is 12.0\n* Minimum allowed is 0.0"
},
"cellFractureHeight": {
"type": "number",
"description": "cellFractureHeight\nThe height of fracture cells. Set to 0 to disable\n \nNumber\n\n \n* Default Value is 0.0"
},
"cellPercentSize": {
"type": "number",
"minimum": 0,
"maximum": 1,
"description": "cellPercentSize\nHow big are the cells (X,Z) relative to the veins that touch them. Between 0 and 1. 0.1 means thick veins, small cells.\n \nNumber\n\n \n* Default Value is 0.75\n* Minimum allowed is 0.0\n* Maximum allowed is 1.0"
},
"offsetX": {
"type": "number",
"description": "offsetX\nThe offset to shift this noise x\n \nNumber\n\n \n* Default Value is 0.0"
},
"offsetZ": {
"type": "number",
"description": "offsetZ\nThe offset to shift this noise z\n \nNumber\n\n \n* Default Value is 0.0"
},
"seed": {
"type": "integer",
"description": "seed\nThe seed for this generator\n \nInteger\n\n \n* Default Value is 1"
},
"interpolator": {
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisinterpolator",
"description": "interpolator\nThe interpolator to use when smoothing this generator into other regions & generators\n \nInterpolator (Object)\nConfigures rotation for iris\n \n* Default Value is a default object (create this object to see default properties)"
},
"cliffHeightMax": {
"type": "number",
"minimum": 0,
"maximum": 8192,
"description": "cliffHeightMax\nCliff Height Max. Disable with 0 for min and max\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is 0.0\n* Maximum allowed is 8192.0"
},
"cliffHeightMin": {
"type": "number",
"minimum": 0,
"maximum": 8192,
"description": "cliffHeightMin\nCliff Height Min. Disable with 0 for min and max\n \nNumber\n\n \n* Default Value is 0.0\n* Minimum allowed is 0.0\n* Maximum allowed is 8192.0"
},
"composite": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisnoisegenerator"},
"description": "composite\nThe list of noise gens this gen contains.\n \nList of NoiseGenerators (Objects)\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
},
"cliffHeightGenerator": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisnoisegenerator",
"description": "cliffHeightGenerator\nThe noise gen for cliff height.\n \nNoiseGenerator (Object)\nA noise generator\n \nYou can instead specify \"snippet/generator/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-generator",
"description": "cliffHeightGenerator\nThe noise gen for cliff height.\n \nNoiseGenerator (Object)\nA noise generator\n \nYou can instead specify \"snippet/generator/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "cliffHeightGenerator\nThe noise gen for cliff height.\n \nNoiseGenerator (Object)\nA noise generator\n \nYou can instead specify \"snippet/generator/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
},
"definitions": {
"obj-com-volmit-iris-engine-object-irisnoisegenerator": {"anyOf": [
{
"description": "A noise generator",
"type": "object",
"properties": {
"zoom": {
"type": "number",
"minimum": 1.0E-4,
"description": "zoom\nThe coordinate input zoom\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-4"
},
"negative": {
"type": "boolean",
"description": "negative\nReverse the output. So that noise = -noise + opacity\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"opacity": {
"type": "number",
"minimum": 0,
"maximum": 1,
"description": "opacity\nThe output multiplier\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.0\n* Maximum allowed is 1.0"
},
"offsetX": {
"type": "number",
"description": "offsetX\nCoordinate offset x\n \nNumber\n\n \n* Default Value is 0.0"
},
"offsetY": {
"type": "number",
"description": "offsetY\nHeight output offset y. Avoid using with terrain generation.\n \nNumber\n\n \n* Default Value is 0.0"
},
"offsetZ": {
"type": "number",
"description": "offsetZ\nCoordinate offset z\n \nNumber\n\n \n* Default Value is 0.0"
},
"seed": {
"type": "integer",
"description": "seed\nThe seed\n \nInteger\n\n \n* Default Value is 0"
},
"parametric": {
"type": "boolean",
"description": "parametric\nApply a parametric curve on the output\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"bezier": {
"type": "boolean",
"description": "bezier\nApply a bezier curve on the output\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"sinCentered": {
"type": "boolean",
"description": "sinCentered\nApply a sin-center curve on the output (0, and 1 = 0 and 0.5 = 1.0 using a sinoid shape.)\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"exponent": {
"type": "number",
"description": "exponent\nThe exponent noise^EXPONENT\n \nNumber\n\n \n* Default Value is 1.0"
},
"enabled": {
"type": "boolean",
"description": "enabled\nEnable / disable. Outputs offsetY if disabled\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"style": {
"anyOf": [
{
"!required": true,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "style\nThe Noise Style\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "style\nThe Noise Style\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
}
],
"description": "style\nThe Noise Style\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here.\n \n* Default Value is a default object (create this object to see default properties)"
},
"octaves": {
"type": "integer",
"minimum": 1,
"description": "octaves\nMultiple octaves for multple generators of changing zooms added together\n \nInteger\n\n \n* Default Value is 1\n* Minimum allowed is 1"
},
"fracture": {
"type": "array",
"minItems": 1,
"items": {"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisnoisegenerator"},
"description": "fracture\nApply a child noise generator to fracture the input coordinates of this generator\n \nList of NoiseGenerators (Objects)\n\n \n* Default Value is an empty list\n* At least one entry must be defined, or just remove this list."
}
}
},
{"type": "string"}
]},
"enum-snippet-image-map": {"enum": []},
"obj-com-volmit-iris-engine-object-irisinterpolator": {
"description": "Configures rotation for iris",
"type": "object",
"properties": {
"function": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod",
"description": "function\nThe interpolation method when two biomes use different heights but this same generator\n \nInterpolationMethod\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod (use ctrl+space for auto complete!)"
},
"horizontalScale": {
"type": "number",
"minimum": 1,
"maximum": 8192,
"description": "horizontalScale\nThe range checked horizontally. Smaller ranges yeild more detail but are not as smooth.\n \nNumber\n\n \n* Default Value is 7.0\n* Minimum allowed is 1.0\n* Maximum allowed is 8192.0"
}
}
},
"oneof-enum-com-volmit-iris-engine-object-noisestyle": {"oneOf": [
{
"const": "STATIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BILINEAR",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_BICUBIC",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "STATIC_HERMITE",
"description": "White Noise is like static. Useful for block scattering but not terrain."
},
{
"const": "IRIS",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "CLOVER",
"description": "Clover Noise"
},
{
"const": "CLOVER_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_3",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_6",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_9",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE_STARCAST_12",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BILINEAR",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_BICUBIC",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CLOVER_HERMITE",
"description": "CLOVER noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "VASCULAR",
"description": "Vascular noise gets higher as the position nears a cell border."
},
{
"const": "FLAT",
"description": "It always returns 0.5"
},
{
"const": "CELLULAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_3",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_6",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_9",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE_STARCAST_12",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BILINEAR",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_BICUBIC",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "CELLULAR_HERMITE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders."
},
{
"const": "NOWHERE",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CELLULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CLOVER",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SIMPLEX",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_GLOB",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_VASCULAR",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_CUBIC",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_SUPERFRACTAL",
"description": "Classic German Engineering"
},
{
"const": "NOWHERE_FRACTAL",
"description": "Classic German Engineering"
},
{
"const": "IRIS_DOUBLE",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_THICK",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "IRIS_HALF",
"description": "Wispy Perlin-looking simplex noise. The 'iris' style noise."
},
{
"const": "SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise."
},
{
"const": "FRACTAL_SMOKE",
"description": "Very Detailed smoke using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "VASCULAR_THIN",
"description": "Thinner Veins."
},
{
"const": "SIMPLEX_CELLS",
"description": "Cells of simplex noise"
},
{
"const": "SIMPLEX_VASCULAR",
"description": "Veins of simplex noise"
},
{
"const": "FRACTAL_WATER",
"description": "Very Detailed fluid using simplex fractured with fractal billow simplex at high octaves."
},
{
"const": "PERLIN",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_HALF",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_DOUBLE",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "PERLIN_IRIS_THICK",
"description": "Perlin. Like simplex but more natural"
},
{
"const": "FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_PERLIN",
"description": "Billow Fractal Perlin Noise. 2 Octaves"
},
{
"const": "FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_HALF",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_HALF",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_BILLOW_IRIS_THICK",
"description": "Billow Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_FBM_IRIS_THICK",
"description": "FBM Fractal Iris Noise. Single octave."
},
{
"const": "FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. Single octave."
},
{
"const": "BIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 2 octaves."
},
{
"const": "BIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 2 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 3 octaves."
},
{
"const": "TRIOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 3 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUADOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 4 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 5 octaves."
},
{
"const": "QUINTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 5 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEXOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 6 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 7 octaves."
},
{
"const": "SEPTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 7 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 8 octaves."
},
{
"const": "OCTOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 8 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 9 octaves."
},
{
"const": "NONOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 9 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_RM_SIMPLEX",
"description": "Rigid Multi Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_BILLOW_SIMPLEX",
"description": "Billow Fractal Simplex Noise. 10 octaves."
},
{
"const": "VIGOCTAVE_FRACTAL_FBM_SIMPLEX",
"description": "FBM Fractal Simplex Noise. 10 octaves."
},
{
"const": "BIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 2 octaves"
},
{
"const": "TRIOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 3 octaves"
},
{
"const": "QUADOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 4 octaves"
},
{
"const": "QUINTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 5 octaves"
},
{
"const": "SEXOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 6 octaves"
},
{
"const": "SEPTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 7 octaves"
},
{
"const": "OCTOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 8 octaves"
},
{
"const": "NONOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 9 octaves"
},
{
"const": "VIGOCTAVE_SIMPLEX",
"description": "Basic, Smooth & Fast Simplex noise. Uses 10 octaves"
},
{
"const": "GLOB",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_HALF",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_DOUBLE",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "GLOB_IRIS_THICK",
"description": "Glob noise is like cellular, but with globs..."
},
{
"const": "CUBIC",
"description": "Cubic Noise"
},
{
"const": "FRACTAL_CUBIC",
"description": "Fractal Cubic Noise"
},
{
"const": "FRACTAL_CUBIC_IRIS",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_THICK",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_HALF",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "FRACTAL_CUBIC_IRIS_DOUBLE",
"description": "Fractal Cubic Noise With Iris Swirls"
},
{
"const": "BIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 2 Octaves"
},
{
"const": "TRIOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 3 Octaves"
},
{
"const": "QUADOCTAVE_FRACTAL_CUBIC",
"description": "Fractal Cubic Noise, 4 Octaves"
},
{
"const": "CUBIC_IRIS",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_HALF",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_DOUBLE",
"description": "Cubic Noise"
},
{
"const": "CUBIC_IRIS_THICK",
"description": "Cubic Noise"
},
{
"const": "CELLULAR_IRIS",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_THICK",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_DOUBLE",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_IRIS_HALF",
"description": "Cellular noise creates the same noise level for cells, changes noise level on cell borders. Cells are distorted using Iris styled wispy noise."
},
{
"const": "CELLULAR_HEIGHT",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell"
},
{
"const": "CELLULAR_HEIGHT_IRIS",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_DOUBLE",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_THICK",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "CELLULAR_HEIGHT_IRIS_HALF",
"description": "Inverse of vascular, height gets to 1.0 as it approaches the center of a cell, using the iris style."
},
{
"const": "VASCULAR_IRIS",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_DOUBLE",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_THICK",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
},
{
"const": "VASCULAR_IRIS_HALF",
"description": "Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise."
}
]},
"oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod": {"oneOf": [
{
"const": "NONE",
"description": "No interpolation. Nearest Neighbor (bad for terrain, great for performance)."
},
{
"const": "BILINEAR",
"description": "Uses 4 nearby points in a square to calculate a 2d slope. Very fast but creates square artifacts. See: https://en.wikipedia.org/wiki/Bilinear_interpolation"
},
{
"const": "STARCAST_3",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 3 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_6",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 6 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_9",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 9 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "STARCAST_12",
"description": "Starcast is Iris's own creation. It uses raytrace checks to find a horizontal boundary nearby. 12 Checks in a circle. Typically starcast is used with another interpolation method. See BILINEAR_STARCAST_9 For example. Starcast is meant to 'break up' large, abrupt cliffs to make cheap interpolation smoother."
},
{
"const": "BILINEAR_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "BILINEAR_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with bilinear."
},
{
"const": "HERMITE_STARCAST_3",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_6",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_9",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "HERMITE_STARCAST_12",
"description": "Uses starcast to break up the abrupt sharp cliffs, then smooths the rest out with hermite."
},
{
"const": "BILINEAR_BEZIER",
"description": "Uses bilinear but on a bezier curve. See: https://en.wikipedia.org/wiki/Bezier_curve"
},
{
"const": "BILINEAR_PARAMETRIC_2",
"description": "Uses Bilinear but with parametric curves alpha 2."
},
{
"const": "BILINEAR_PARAMETRIC_4",
"description": "Uses Bilinear but with parametric curves alpha 4."
},
{
"const": "BILINEAR_PARAMETRIC_1_5",
"description": "Uses Bilinear but with parametric curves alpha 1.5."
},
{
"const": "BICUBIC",
"description": "Bicubic noise creates 4, 4-point splines for a total of 16 checks. Bcubic can go higher than expected and lower than expected right before a large change in slope."
},
{
"const": "HERMITE",
"description": "Hermite is similar to bicubic, but faster and it can be tuned a little bit"
},
{
"const": "CATMULL_ROM_SPLINE",
"description": "Essentially bicubic with zero tension"
},
{
"const": "HERMITE_TENSE",
"description": "Essentially bicubic with max tension"
},
{
"const": "HERMITE_LOOSE",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_HALF_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_POSITIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
},
{
"const": "HERMITE_LOOSE_FULL_NEGATIVE_BIAS",
"description": "Hermite is similar to bicubic, this variant reduces the dimple artifacts of bicubic"
}
]},
"oneof-enum-com-volmit-iris-engine-object-irisimagechannel": {"oneOf": [
{
"const": "RED",
"description": "The red channel of the image"
},
{
"const": "GREEN",
"description": "Thge green channel of the image"
},
{
"const": "BLUE",
"description": "The blue channel of the image"
},
{
"const": "SATURATION",
"description": "The saturation as a channel of the image"
},
{
"const": "HUE",
"description": "The hue as a channel of the image"
},
{
"const": "BRIGHTNESS",
"description": "The brightness as a channel of the image"
},
{
"const": "COMPOSITE_ADD_RGB",
"description": "The composite of RGB as a channel of the image. Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_RGB",
"description": "The composite of RGB as a channel of the image. Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_RGB",
"description": "The composite of RGB as a channel of the image. Picks the highest channel"
},
{
"const": "COMPOSITE_ADD_HSB",
"description": "The composite of HSB as a channel of the image Takes the average channel value (adding)"
},
{
"const": "COMPOSITE_MUL_HSB",
"description": "The composite of HSB as a channel of the image Multiplies the channels"
},
{
"const": "COMPOSITE_MAX_HSB",
"description": "The composite of HSB as a channel of the image Picks the highest channel"
},
{
"const": "RAW",
"description": "The raw value as a channel (probably doesnt look very good)"
}
]},
"enum-snippet-generator": {"enum": []},
"obj-com-volmit-iris-engine-object-irisimagemap": {"anyOf": [
{
"description": "Represents an image map",
"type": "object",
"properties": {
"image": {
"type": "string",
"$ref": "#/definitions/erzimages",
"description": "image\nDefine the png image to read in this noise map\n \nIris Image\n\n \n* Default Value is \nMust be a valid images (use ctrl+space for auto complete!)"
},
"coordinateScale": {
"type": "number",
"minimum": 1,
"description": "coordinateScale\nThe amount of distance a single pixel is when reading this map, reading x=13, would still read pixel 0 if the scale is 32. You can zoom this externally through noise styles for zooming out.\n \nNumber\n\n \n* Default Value is 32.0\n* Minimum allowed is 1.0"
},
"interpolationMethod": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-util-interpolation-interpolationmethod",
"description": "interpolationMethod\nThe interpolation method if the coordinateScale is greater than 1. This blends the image into noise. For nearest neighbor, use NONE.\n \nInterpolationMethod\nAn interpolation method (or function) is simply a method of smoothing a position based on surrounding points on a grid. Bicubic for example is smoother, but has 4 times the checks than Bilinear for example. Try using BILINEAR_STARCAST_9 for beautiful results.\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid InterpolationMethod (use ctrl+space for auto complete!)"
},
"channel": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-irisimagechannel",
"description": "channel\nThe channel of the image to read from. This basically converts image data into a number betwen 0 to 1 per pixel using a certain 'channel/filter'\n \nImageChannel\nDetermines a derived channel of an image to read\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid ImageChannel (use ctrl+space for auto complete!)"
},
"inverted": {
"type": "boolean",
"description": "inverted\nInvert the channel input\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"tiled": {
"type": "boolean",
"description": "tiled\nTile the image coordinates\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"centered": {
"type": "boolean",
"description": "centered\nCenter 0,0 to the center of the image instead of the top left.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
}
}
},
{"type": "string"}
]},
"erzscripts": {"enum": []},
"obj-com-volmit-iris-engine-object-irisgeneratorstyle": {"anyOf": [
{
"description": "A gen style",
"type": "object",
"properties": {
"style": {
"type": "string",
"$ref": "#/definitions/oneof-enum-com-volmit-iris-engine-object-noisestyle",
"description": "style\nThe chance is 1 in CHANCE per interval\n \nNoiseStyle\nStyles of noise\n \n* Default Value is a default object (create this object to see default properties)\nMust be a valid NoiseStyle (use ctrl+space for auto complete!)"
},
"cellularFrequency": {
"type": "number",
"description": "cellularFrequency\nIf set above 0, this style will be cellularized\n \nNumber\n\n \n* Default Value is 0.0"
},
"cellularZoom": {
"type": "number",
"description": "cellularZoom\nCell zooms\n \nNumber\n\n \n* Default Value is 1.0"
},
"zoom": {
"type": "number",
"minimum": 1.0E-5,
"description": "zoom\nThe zoom of this style\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"expression": {
"type": "string",
"$ref": "#/definitions/erzexpressions",
"description": "expression\nInstead of using the style property, use a custom expression to represent this style.\n \nIris Expression\n\nMust be a valid expressions (use ctrl+space for auto complete!)"
},
"imageMap": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisimagemap",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-image-map",
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "imageMap\nUse an Image map instead of a generated value\n \nImageMap (Object)\nRepresents an image map\n \nYou can instead specify \"snippet/image-map/some-name.json\" to use a snippet file instead of specifying it here."
},
"multiplier": {
"type": "number",
"minimum": 1.0E-5,
"description": "multiplier\nThe Output multiplier. Only used if parent is fracture.\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 1.0E-5"
},
"axialFracturing": {
"type": "boolean",
"description": "axialFracturing\nIf set to true, each dimension will be fractured with a different order of input coordinates. This is usually 2 or 3 times slower than normal.\n \nBoolean\n\n \n* Default Value is a default object (create this object to see default properties)"
},
"fracture": {
"anyOf": [
{
"!required": false,
"type": "object",
"$ref": "#/definitions/obj-com-volmit-iris-engine-object-irisgeneratorstyle",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
{
"type": "string",
"$ref": "#/definitions/enum-snippet-style",
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
}
],
"description": "fracture\nApply a generator to the coordinate field fed into this parent generator. I.e. Distort your generator with another generator.\n \nGeneratorStyle (Object)\nA gen style\n \nYou can instead specify \"snippet/style/some-name.json\" to use a snippet file instead of specifying it here."
},
"exponent": {
"type": "number",
"minimum": 0.01562,
"maximum": 64,
"description": "exponent\nThe exponent\n \nNumber\n\n \n* Default Value is 1.0\n* Minimum allowed is 0.01562\n* Maximum allowed is 64.0"
},
"cacheSize": {
"type": "integer",
"minimum": 0,
"maximum": 8192,
"description": "cacheSize\nIf the cache size is set above 0, this generator will be cached\n \nInteger\n\n \n* Default Value is 0\n* Minimum allowed is 0\n* Maximum allowed is 8192"
}
}
},
{"type": "string"}
]},
"erzexpressions": {"enum": [
"rivers",
"idk",
"land-rivers",
"cracks",
"rivers2",
"riverrr",
"rivers3"
]},
"enum-snippet-style": {"enum": []},
"erzimages": {"enum": [
"cataract-badland",
"smallcobwebs",
"magma-rivers",
"hm",
"prototype-rivers",
"voronoi-node",
"cool-small-lakes",
"voronoi",
"copse-ledge",
"land-cracks",
"walls",
"weird-figures",
"wallsv2",
"noise",
"rivers-2",
"criptic-hole",
"sub-zero",
"particles",
"voidcells",
"smallsquare",
"bio-mass",
"biomass",
"cool-rivers-2",
"cobweb",
"dev-rivers",
"lavawaste",
"continents",
"canyon-rivers",
"vascularcliffs",
"island-style",
"thickmesa",
"voronoi-mountains",
"pixels",
"distant-cells",
"MultiCellDistances",
"labyrinth",
"painted-plains",
"knots",
"thick-branches",
"voronoi-noise"
]}
}
}