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.
176 questions
1
vote
1
answer
223
views
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....
0
votes
0
answers
120
views
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 ...
2
votes
2
answers
217
views
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 ...
1
vote
0
answers
52
views
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)
...
0
votes
1
answer
132
views
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 ...
0
votes
0
answers
211
views
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 ...
1
vote
3
answers
349
views
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 ...
0
votes
1
answer
463
views
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 ...
1
vote
1
answer
358
views
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 ...
2
votes
0
answers
156
views
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 ...
0
votes
2
answers
191
views
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 ...
0
votes
1
answer
510
views
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 ...
0
votes
1
answer
568
views
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)...
-1
votes
1
answer
332
views
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 ...
0
votes
1
answer
956
views
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 ...