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Proper way to use Perlin/Simplex Noise.

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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

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