
Bridging Positions - This is created with random noise for the PositionNoiseValues with PathType "MIN".

POI Cave Network - This is created with 2 layers of 3D Points with an addition of Entrance Points (Gold Pillar) and Special POI Points (Iron Pillars). PathType: "RESTRICTED_MIN", PositionNoiseValues: random. Afterwards, a FastGradientWarp is applied.

River Network - This is using the "MIN" PathType with the PositionNoiseValue being set to the continentalness which means points connect towards the lower height values - The Ocean!

Procedural Brain - This is created with points created along the outside of a collection of shapes. These points are then connected with PathType "RESTRICTED_MIN" with a random PositionNoiseValues.

Alien Structure - Positions determined based off of an Occurrence Node to create Clusters as shown. PathType: "ALL"

Example Cave Noise - This is created with random noise and path type set to "RESTRICTED_MIN". This can be smoothed out and less ridged with a WarpDensity

Example Vine Noise - This is created with random noise for the PositionNoiseValues and PathType "MIN". This setup creates occasional connections for example vines or molecule structures connected to rock pillars or atoms at points

Example Lattice Noise - This is using the "ALL" PathType meaning the noise doesn't matter. This is also with triangular points with a slightly large MaxDistance which starts to connect diagonal positions together as well creating this dense lattice