Discussion in ' 2D ' started by NaedixDec 12, Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions! Perlin noise keeps generating the same hills and random plateaus Discussion in ' 2D ' started by NaedixDec 12, Joined: Dec 9, Posts: 1.
I apologize if this makes you slap your face in agony im very new to C and Unity. I've recently started a basic terrain generator however the output I get from the Mathf.
PerlinNoise function when used to instantiate my grass block keeps making the exact same hills in a random order and then cutting to a plateau. My Code: Code CSharp :. Collections. Generic. Instantiate Grass, new Vector2 x, noiseQuaternion.
Range 0. NaedixDec 12, Joined: Sep 2, Posts: Where is your height variable? I see you passing it but I don't see the variable. Could this be your problem?It took me quite some time to understand how the algorithm works and a lot of resources helped me along the way.
This is my way to return the favor. Perlin noise is a popular procedural generation algorithm invented by Ken Perlin. It can be used to generate things like textures and terrain procedurally, meaning without them being manually made by an artist or designer. The algorithm can have 1 or more dimensions, which is basically the number of inputs it gets.
There is also a lot of confusion about what Perlin noise is and what it is not. It is often confused with value noise and simplex noise. There is basically 4 type of noise that are similar and that are often confused with one another : classic Perlin noise, improved Perlin noise, simplex noise, and value noise. Improved Perlin noise is an improved version of classic Perlin noise. Simplex noise is different but is also made by Ken Perlin.
Value noise is also different. This article is about improved Perlin noise. First, how to use it. The algorithm takes as input a certain number of floating point parameters depending on the dimension and return a value in a certain range for Perlin noise, that range is generally said to be between Now, x and y can be anything but they are generally a position. To generate a texture, x and y would be the coordinates of the pixels in the texture multiplied by a small number called the frequency but we will see that at the end.
So for texture generation, we would loop through every pixel in the texture, calling the Perlin noise function for each one and decide, based on the return value, what color that pixel would be. That is because Perlin noise and other kinds of noise has this property that if 2 inputs are near each other e. The inputs are considered to be on an integer grid see Figure 2.
Each floating point input lies within a square of this grid. For each of the 4 corners of that square, we generate a value. Then we interpolate between those 4 values and we have a final result.
The difference between Perlin noise and value noise is how those 4 values are obtained. Where value noise uses a pseudo-random number generator, Perlin noise does a dot product between 2 vectors.
The first vector is the one pointing from the grid point the corners to the input point. The other vector is a constant vector assigned to each grid point see Figure 3. The index for this array the value between the square brackets [ ] is X or Y or a value near them so it need to be less than This 0 will be used to index the permutation table and then to generate a random vector.
Since X is 0 at every multiple ofthe random vector will be the same at all those points, so the noise repeats. You can if you want have a larger permutation table say, of size and in that case the noise would wrap at every multiple of You can absolutely use another way, and you would maybe not have the limitation of the wrapping.
You could for example use a pseudo random number generator to generate the constant vectors, but in this case you would probably fair better by just using value noise. We first create the permutation table and shuffle it.
An example of a shuffle function is given in the complete code at the end of the article. Next, we need a value from that table for each of the corners.
There is a restriction however: a corner must always get the same value, no matter which of the 4 grid cells that has it as a corner contains the input value. For example, if the top-right corner of the grid cell 0, 0 has a value of 42, then the top-left corner of grid cell 1, 0 must also have the same value of The way we selected the values for the corners in the code above respect this restriction.They began as the music moniker of Bret Black.
Perlin Noise was born by a desire to find a soundscape where the two extremes of his song writing - the tragic and the absurd - could live side-by-side. In lateBret began performing and recording original songs as Perlin Noise. In earlyPerlin Noise began performing as a full-band with Tom Lessig on lead guitar, Nate Getchell on bass, and a rotating set of drummers.
In SummerMatt Werner joined the band and currently serves as their drummer. Their first full-length album, titled "Lost Generation," was released on November 16th, The entirety of Perlin Noise's recordings can be found on SpotifyApple Musicand other streaming sites. You can listen for free on SoundCloud and BandCamp.
Connect with Perlin Noise on any of the social media sites listed below or by using the contact form to the right. Upcoming Shows. Past Shows. Friday, March 1, Saturday, March 16, Saturday, March 23, Saturday, June 1st, Saturday, June 29, Friday, July 12, Friday, November 8, Saturday, November 16, Perlin Noise Connect with Perlin Noise on any of the social media sites listed below or by using the contact form to the right.
I'm having difficulty understanding a lot of the highly mathematical papers available online describing how Perlin noise generation works, and I'm wondering if anyone could point me in the direction of a more accessible introduction. I am looking to use Perlin noise in an application to create 2D textures. It's worth noting that the original Perlin noise algorithm has been deprecated by the author. Ken Perlin designed a new version: Simplex Noise.
There is a good explanation of Simplex Noise with Java implementation here. Look at the book Texturing and Modeling, A Procedural Approachstarting in page 67 there's a nice description and source code for gradient noises, perlin noise is just another gradient noise. There's also a implementation in GPU Gems 2. Perlin noise itself doesn't use much advanced math, you only need to know about linear interpolation, lattices and random values.
Learn more. Perlin noise algorithm [closed] Ask Question. Asked 9 years, 11 months ago. Active 4 years, 8 months ago. Viewed 35k times. Johnny Johnny 1 1 gold badge 3 3 silver badges 4 4 bronze badges. Active Oldest Votes. So even if its better, you might not want to use it! It is only patented for texture generation in 3D and beyond which makes it suitable for terrain generation among other things. Snoopy Dr. Snoopy The Overflow Blog. Podcast a conversation on diversity and representation.
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How to Make Mountains Memorable With Perlin Noise
The goal of the CMS is to provide the best experience for integrating information, synthesizing new information, and recalling information. The memory palace technique involves visualizing a familiar 3D space and then mentally placing objects you wish to remember along a path within it.
Your own house is the colloquial example. You can easily navigate mentally from outside to inside, from room to room, and from piece of furniture to piece of furniture in each room. Your house provides enough distinction so there is a memorable relationship between rooms and enough hierarchy to help the mind transition between rooms and sections of rooms.
Could the memory palace technique be used to do more than memorize long lists of numbers? Could it be leveraged to recall general knowledge stored in a CMS? A content management system needs to scale as more content is added.
Likewise, the memory palace implementation would need to scale as well. Ideally, it would have one memory palace for each topic that warranted deep exploration. This meant it would need to support many memory palaces. The CMS should also make it easy to remember all memory palaces and where they are in relation to each other.
Essentially, there needed to be a memory palace for the memory palaces! Storing buildings inside of buildings might be confusing so I decided that I wanted to bask in the sun on my own personal island. The island needed to function just like a single memory palace. It needed enough detail at different levels of scale to accommodate forming groups of memory palaces and perhaps even forming groups of groups.
Additionally, it needed enough interesting features to help orient someone at different scales the same way it is easy to maintain orientation in your own house. If successful, I should easily be able to recall every memory palace I had placed on the island. I wanted the elevation profile of the island to help enhance recall of all the memory palaces that were placed on it.
This is the result that I've seen everyone get, but this is what I'm getting. This is just a guess, but I feel like it's a scaling issue. Thanks in advance, and apologies, as well, for the horrible code. There is a noise module for python which you can install from pypi using pip.
Sign up to join this community. The best answers are voted up and rise to the top. How to generate smoother Perlin Noise? Ask Question. Asked 5 months ago. Active 20 days ago. Viewed times. This is the result that I've seen everyone get, but this is what I'm getting, This is my code, I'm using python : import random import math import PIL. Active Oldest Votes.
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Completely black. Then a new question arises, how do I scale the values? Sign up or log in Sign up using Google.
Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.[TerrainEngine] :2D Voxels Unity3D (Terraria Like) Infinite Terrain V14
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Hot Network Questions. Question feed.One of the more popular pages on my site is about polygonal map generation . Making those maps was a lot of work.
The simpler technique can make maps like this in under 50 lines of code:. A common way to generate 2D maps is to use a bandwidth-limited noise function, such as Simplex or Perlin noise, as a building block. This is what the noise function looks like:. We assign each location on the map a number from 0. In this image, 0. Depending on the library you use, you may have to shift or multiply the values you get back to fit into the 0.
Some libraries return 0. Noise by itself is just a bunch of numbers. We need to assign meaning to it. The map data is the same, but now I call it elevation instead of value. Noise can be generated at any frequency.
Try moving the slider to see what happens at different frequencies:. I have another tutorial that explains the theory : things like frequency, amplitude, octaves, pink and blue noise, etc.
Doubling the frequency makes everything half the size. Doubling the wavelength makes everything twice the size.
The wavelength is a distance, measured in pixels or tiles or meters or whatever you use for your maps. Move the slider to add smaller hills to the mix:. Now that looks a lot more like the fractal terrain we want!
We need something else for that. To make flat valleys, we can raise the elevation to a power. Move the slider to try different exponents. Higher values push middle elevations down into valleys and lower values pull middle elevations up towards mountain peaks.
We want to push them down. Noise gives us numbers but we want a map with forests, deserts, and oceans. The first thing to do is to make low elevations into water:. We have water, grass, and snow. What if we want more things?