Natural Projection Designer

Sculpt landmasses · Assemble your map
Sculptor
Preparing map…
Display
Land mask
Shrinks: 0
Warp
Forward steps: 0

busy

Vectors update automatically after each Forward step

Tile shape
Preparing movement vectors…
Population voting
Preparing population votes…

Effective people = max(radius count, floor)
Weight = strength × ln(1 + effective people) / ln(1 + 1,000,000)
Votes pull toward original latitude and movable longitude targets.

GHSL 2020 · 0.1° grid (~7 mi N–S).

Longitude migration
10° source intervals · Targets move with Forward
Latitude migration
latitude lines are fixed

Drag to pan · Wheel to zoom · Enter or leave a field to apply · Shrink: 1 raster pixel · Select land restores each shrink · Raster changes restart the mask

Settings

Warping method

Island detection

Connected original coastline polygons form a landmass, with touching country polygons joined across borders. Components below this area are islands. Narrow sea channels remain separate even when the display raster cannot resolve them. A tile touching a qualifying landmass is land; otherwise it is island if it touches any land pixels, or ocean. H3 warping ignores island/ocean tile shapes. Polynomial methods use the ocean/island tile weight for these tiles. Set 0 to treat all land as landmass. Connectivity and area use original vector geometry; tile overlap uses the raster. Classification stays fixed during warping.

Force display

Arrows show each longitude line’s accepted next-step movement, magnified for visibility. Vertex arrows show only tile-shape and population forces.

Raster
Latitude cutoffs

When off, the sculptor starts directly with all land. Changing this setting restarts the sculptor, preserving pan and zoom.