I'm working on a type of terrain *similar* to cubeworld/minecraft etc; block based voxel terrain.
I do not want anything formed below the surface, there will be no digging, mining etc of any kind so I'm not worried about that portion, only a surface.
**How do I normalize the noise to create more of a "terrain" look with a seed or something similar?**
It's the noise/variation I'm concerned with, I'm not sure how to add it correctly.
When I use a baseline noise such as this:
float Perlin1 = Mathf.PerlinNoise(px/33,33);
float Perlin2 = Mathf.PerlinNoise(py/27,121);
GameObject go = Instantiate(terraincube, new Vector3(px, (int)Mathf.Abs(Perlin1*55*Perlin2), py), rot) as GameObject;
I get very uniform, repeating results:
![alt text][1]
But when I try to add more noise to it, I wind up with such odd patterns it doesn't even resemble terrain, and usually has holes, so that's what I'm trying to figure out.
**How do I normalize the noise to create more of a "terrain" look with a seed or something similar?**
![alt text][2]
[1]: /storage/temp/47852-shot1.jpg
[2]: /storage/temp/47853-shot2.jpg
↧