Artist Point : Solid Noise

To distort Voronoi, use the built-in distortion input that all generators have:

Hit tab, type distortion, and place a distortion macro into the world, and connect it to the placement input on the device (upper left corner). You can do this for any generator. The distortion macro is a simple and nice looking default distortion, but you can craft something more specific with the “distortion generator” device instead if you wish.

For the “Place in Layout View” option, if I understand what you’re referring to, it never left - select a generator and go into layout view, you should see the device origin shown, and you can drag it around just like before.

Solid Noise is something that definitely will need some tutorials and example worlds showing the difference. But in short:

Solid noise’s primary use case is creating masks and texturing after your terrain geometry is created. It lets you sample a noise pattern that exists in 3D at the surface of your terrain.

Let’s back up.

Standard noise is defined only in 2D - any X,Y coordinate in the world has a noise value. Solid noise is defined in 3D; imagine the difference between stretching a texture over the top of something versus “carving” it out of the material. Solid noise does the latter, which means patterns are not disturbed in highly-vertical areas like cliffs. Here’s an A:B image showing the difference:

The left side is a standard Voronoi texture, the right side the same device but with the terrain plugged into the solid noise input. You can see how the pattern stays constant even in the super steep areas, instead of being highly stretched out.

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