Questions tagged [perlin-noise]
Perlin noise is an algorithmic (computer-generated) effect developed by Ken Perlin, often used for simulating elements in nature and for procedural terrain generation, especially in situations with low levels of memory. It is also pseudo-random, and can be in any number of dimensions. An improved version of this now exists, also developed by Ken Perlin, and also covered by this tag - simplex noise.
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Hashing gradient vector and unshuffled permutation table in perlin noise generator
I'm implementing perlin noise in C++. I have a permutation table for the gradients vectors and want to shuffle them with a 2 number hash that has 2 purposes. The hash uses the integer portion of the ...
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How does real Perlin noise work?
I find lots of articles but they cut parts out to simplify the process. I am trying to write a function to generate real 3D Perlin noise without skipping steps like averaging the 4 corners ray somehow....
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How to calculate 2D perlin noise for a procedural 3D surface?
I generate a mesh from a 3D perlin noise function, the goal now is to add a 2d perlin noise to the surface of the 3d mesh. My issue is ensuring continuity in the noise and taking the x, y and z ...
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Is using values from a cryptographic hash function for Perlin/Simplex noise innapropriate?
The permutation maps are usually the numbers from 0 to 255 arranged in a random order. If I were to use a cryptographic hash function to convert a string, and then use the result's individual integers ...
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Procedural fractal Perlin flow noise for mobile
I'm trying to use the Fractal Perlin flow noise from Chaos Software (shared under the MIT licence)
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Why is my perlin-noise generated texture a uniform grey?
I'm following Brackeys' tutorial for perlin noise and i'm at the point where he's just done the offset thing but this whole time all that i'm seeing in my project is a plain gray square, no matter ...
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Terrain Determination in Perlin Noise Texture in Godot 4.2.1
For my Grand Strategy game, I am looking to use maps generated by Godot's FastNoiseLite implementation of Perlin noise. While generating the texture for the map was ...
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Add wobblyness to moving object
I've been working on a custom enemy "AI", the way it works is it generates a point inside a colliders bounds, then moves the enemy towards the point. Once the enemy reaches it. The point is ...
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biome blending using multiple biome (altitude, humidity) points
I have a noise function for altitude: float getAltitude(x, z) and noise function for humidity: float getHumidity(x, z) and at each cell of my terrain I calculate a (altitude, humidity) point, and then ...
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Why Does Offsetting Perlin Noise Cause Zooming In To No Longer Work?
I am creating a game in which a world map is generated using Perlin noise, and then specific points in the map are rendered using higher resolution Perlin noise. I am trying to do this by zooming in ...
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Generating Coherent Noise for the Hyperbolic Plane
I've been doing research on game development in a hyperbolic plane, and cannot seem to find any solution for generating coherent noise.
Generating noise for a spherical geometry would be easy -- just ...
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Perlin algorithm generates weird artifacts
I'm writing a Perlin noise generator in C++ for terrain generation but the generator produces weird JPEG-like artifacts instead of proper noise.
I've tried doing it using C# in Unity and confirmed the ...
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Perlin noise terrain generation around given road mesh
I am generating terrain around a route. The route already exists. I am using the Perlin Noise function implemented in Unity to generate terrain tiles that merge seamlessly.
I generate the terrain ...
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How to make a cubemap image with perlin noise?
Recently I just finished a program which makes a plane image using perlin noise. Now I want to make that image a cubemap image.
This because I want to apply it to a planet (which was made from a cube)...
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Using perlin noise as a procedural voxel heightmap without a texture atlas in Unity
I was creating a heightmap for my procedural voxel world in Unity using 2D perlin noise. I don't want to use anything from a texture atlas, a brown Unity material is good enough for me. The issue is ...
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How to write Perlin Noise generated data to a vector in Rust?
Tell me if i need to be more specific.
My program is advanced enough that it can read tile data from a .txt file and display a tile image for each tile ('~' = water), I am trying to make my game use a ...
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How should I modify my terrain according to the biome? [duplicate]
I have this terrain I generated using Perlin Noise layers whose colors are applied based on the height of the vertex, just for reference before I am done being clear about how I will implement the ...
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Creating large Perlin Noise Spaces on GPU
So my understanding of perlin noise is you need to a noise function that works in 2 dimensions then you use a method like the ones below to get smooth noise.
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2D topdown generating stairs (access) to generated hill
I'm doing 2d topdown procedurally generated world. I'm generating perlin height values, and when certain value is crossed I'm generating one level higher, while edging biomes creates cliff of the ...
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How to handle octave & frequency in the Perlin noise algorithm?
I would like to implement a Perlin noise algorithm into my MonoGame project in order to procedurally generate 2D terrain. I've been using engines in the past (Godot, mostly) where there was an API to ...
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Find Largest Room in 2d World
I'm currently working on a generated(Perlin Noise) 2D Cave System with Unity.
The Caves currently look like this:
What I want to do is spawn the Player (and other stuff) in the big Part of the Cave ...
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How can I increase the amount of peaks in Perlin noise without decreasing sampling frequency?
I'm generating my game's map using Perlin noise. It's an infinite 2D world with terrain data loaded on demand. I'm using Perlin noise to generate terrain. However, I've noticed that the Perlin noise ...
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2D side-scroller game : smooth noise transition between biomes
I'm creating a little terraria-like 2D side-scroller game with TypeScript. Currently, I divide parts of the world into biomes, which each have their own properties (flat, mountainous terrain, etc.). I ...
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Domain distortion on a spherical texture (planetary surface)
I am experimenting with procedural techniques to generate planetary terrain. I have close to zero knowledge so I started with something simple, using perlin noise and domain distortion.
My goal is to ...
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Calculated surface normals for Perlin-noise are weird
I'm trying to use simplex Perlin-noise to create topography of a planet (procedurally generated). The basic sphere consists of 6 sided cube with normalized vertices.
Before adding noise the first ...
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Why does my Perlin Noise Terrain have rough parts on the edges?
I followed this tutorial: https://gamedevacademy.org/complete-guide-to-procedural-level-generation-in-unity-part-1/
The important bits of my code are below. I tried messing around with different ...
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Elongated and straight terrain perlin noise
Why am I getting this kind of results with my perlin noise ? The terrain is wide or elongated or straight at the variations of the noise function.
This is the way I generate terrain:
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Controlling noise density
I'm trying to fake terrain blending by using an opacity mask on my road mesh to reveal the grass underneath. I'm currently multiplying some Perlin noise by a Rectangle node displaying my texture at 80%...
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How can I create a six sided tillable perlin noise image?
I'm attempting to create a tillable hex shaped terrain map using c++.
As part of the process I'd like to use perlin noise, but it seems that in order to make it tillable I'll need to generate it 5 ...
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How to distort an image using perlin noise?
I'm trying to generate a 2D map and currently I'm doing so by the use of voronoi diagram. The problem I found is that all biomes have really hard edges and I would like to smooth them out a bit.
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Generating interesting water using perlin noise
I use Mathf.PerlinNoise to generate grass/water in a 2d square. It works as intended, however I am not really getting very interesting water, and at times it can ...
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Generating noise heightmap in C# Console
I want to generate a heightmap for a 2D world (top-down, not a side-scroller), I've followed a guide that worked fine in Unity but in my current project which is a C# console application it doesn't ...
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Dividing coordinate into unit cube
I'm trying to write a Java class to generate Perlin Noise from a Cartesian coordinate. I'm trying to follow this tutorial but I am struggling to understand the theory.
Specifically, how do you divide ...
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How do you generate seamless Perlin noise?
I've done a research and tried implementing for months, but I've gotten nowhere trying to make seamless/tileable Perlin noise.
Here is my current Perlin noise file without seamless implementation. In ...
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Wonky perlin noise
I am quite new to the wondrous world of "Procedural Textures", and I am trying to create a double precission perlin noise algorithm.
I am almost done with it except for the fact that the coordinates ...
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How to make many perlin noise function match
I am trying to create procedural terrain using Perlin noise here is what I have so far:
I create "Chunks" of a fixed size using a Perlin noise function, each chunk is a flat mesh (like a plane).
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Same noise generator for C# and Javascript
I'm writing a 2D web racing game with procedural generated maps using perlin noise(as a university project). The server is written using C# and the client using Javascript. I've developed procedural ...
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Generate a wave noise map
How can we generate the wave-like texture like this
The author(RujiK) says in reply he used the texture generator(http://www.kitfox.com/projects/perlinNoiseMaker/index.html), but no matter how I ...
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Generating lakes and rivers on 2D grid
I recently posted a question about how to technically represent a generated terrain similar to the game kingdoms and castles.
I got some great advice and decided to create a 1x1 cube at each ...
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How do you technically represent a procedurally-generated map in the scene?
I've always wanted to create the type of map generator they use in Kingdoms and castles. Basically you provide a seed, and it generates land/water/trees/resources. Their maps are also completely flat (...
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Domain warping with Perlin noise
I'm trying to achieve the effect from https://www.iquilezles.org/www/articles/warp/warp.htm
with no success. Here is the experiment http://jsfiddle.net/fro5y0jm/15/ with canvas. Any ideas?
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Comments getting executed as command
I have a script to edit my world on run time and a script to generate a world. When i tried to place a block, something wrong happened, so I tried to make my script into command until I find which ...
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Capping neighbour height difference on heightmap?
I am generating a heightmap with some basic perlin noise but I need to cap the differences between each neighbouring value. A cardinal neighbour can only be ...
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Mapping noise to sphere surface
I'm attempting to create a sphere with terrain (aka planet). I managed to procedurally create an icosahedron, and I am able to subdivide it (yay), but now I'm stuck on terrain.
My current idea was to ...
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How to add noise into a texture?
I'm working on a Heat Map generated from Perlin Noise. So far I've got 2 different outputs. Let's go step by step:
The result should be something like this:
This is the Perlin Noise I've got, easy ...
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Help understanding Accidental Noise Gradient function
Background:
I am trying to create a set of functions to manipulate noise, similar to Libnoise, Fastnoise and the Accidental Noise Library. The end goal is to produce terrain.
As recommended by ...
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Fastest way to regroup every cell with the same value into a cellular noise
I'm working on a Map Generator, who are computed based on multiple height-map (I'm using FastNoise Asset on Unity Store to get all data) and they are split into Chunk.
Some noises are "cellular" and ...
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Trying to understand the range of Improved Perlin noise
I've been implementing Improved Perlin Noise for a small library I'm writing. Everything was hunky dory when it was just in the 3rd dimension, but I recently expanded to the 1st, 2nd, and 4th ...
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How can I diminish my voxel terrain's height smoothly instead of randomly?
I have a script that is supposed to diminish height smoothly when an int is lowered, I tried perlin noise to make it lower like it would if it where terrain, which is the goal I'm after, but it only ...
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Understanding the "gradient" in Perlin Noise
If I didn't get it wrong from the wikipedia, the word "gradient" should represents either the derivative for continuous functions, or the differential for discrete functions.
To rebuild the original ...