This procedural actually has a history, as it was one of the first solid textures proposed by Ken Perlin back in 1985. While not being too useful by todays standards it gives some glimpse of how powerful the basic noise function can be. In this case, dividing up the noise function's return value into roughly equal ranges provides the four colored regions. Its interesting to note that most noise() return values tend to hover around 0.0 and spend little time close to -0.1 or 1.0. This bias is fine for most applications but for this particular application you have to re-map the values a bit if you want even regions.
Size: Alters the overall scale of the map.
Color Bias: Shifts the result between the first/forth colors and second/third colors.
determines the fuzziness of the boundaries between
Color swatches: Display the Color Selector for choosing a division color.
Map buttons: Assigns a map to one of the division colors.
Check boxes: When on, enables the associated map. When off, disables the associated map (the division color reverts to the color swatch).
Overall the map is fairly well behaved. It is possible to get it to alias depending on the sharpness of the boundaries between the colors. If this becomes an issue you can generally solve this by super sampling the material or using a renderer that does this natively.
Please do not redistribute these files. Changes/bug fixes may be made to the plugin and it makes it much easier to guarantee you have the latest version if it is grabbed it from this site. Thanks.
Version 1.0 released on 03/01/03
This was one of the first map projects I started on a few years ago. I've always viewed it as more of an educational experiment than a useful procedural.